Preliminary results show that the experiential learning activities promoted engagement and motivation and had a positive effect on learning. Significant results were found for 11 of the 14 usability questions asked of the participants during the study. The data was gathered through a usability test using a Likert scale from students (n=24) of two conditions (control group n=12 and experimental group n=12), using a design-based research methodology. We hypothesize that the integration of visualization and gamification by incorporating 3d printed objects and a virtual video 3600 case scenario can improve learning motivation, engagement and enhance learning outcomes. This research investigates the impact of experiential learning methods in teaching system modelling in a higher education ICT classroom.
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