IMPROVEMENT OF THE LEARNING EXPERIENCE IN ENGINEERING COURSES THROUGH THREE SUCCESSFUL CASES OF IMPLEMENTATION OF EMERGING TECHNOLOGIES IN THE CLASSROOM

DS 123: Proceedings of the International Conference on Engineering and Product Design Education (E&PDE 2023)

Year: 2023
Editor: Buck, Lyndon; Grierson, Hilary; Bohemia, Erik
Author: González, Carlos; Caballero, Eduardo; González, Jorge A.; González, Eduardo
Series: E&PDE
Institution: Tecnológico de Monterrey, México
Section: Responsible innovation in design and engineering education
DOI number: 10.35199/EPDE.2023.52
ISBN: 978-1-912254-19-4

Abstract

The challenges that arise in the teaching-learning process, added to unpredictable environments for its development, have led teachers to develop innovate new ways of teaching inside and outside the classroom, as well as with flexible digital models that allow distance learning. Whatever the innovation, it must allow the student to have a great experience in their learning process, as well as meaningful learning. Given these circumstances, the use of technologies that help and facilitate the learning path for students has become more recurrent and essential. But it cannot be any type of technology but rather those whose implementation is viable in terms of implementation, intelligence, coordination, control, policies and, of course, economically: Technologies that, complemented with teaching techniques such as gamification, have an efficient impact on the teaching process, making it more productive in terms of the use of resources and the achievement of objectives such as the development of skills. This study presents an in-depth analysis of three successful cases of technology implementation for education within the teaching model of our university, which focuses on the student and favors the development of competencies. In each of these experiences, the results obtained in the learning and development of students' skills will be shown and compared. The cases to be presented were implemented during the pandemic period in engineering school courses. The applied technologies were: Virtual reality, Simulation and Telepresence. The results and their impact were statistically validated to record their great contribution to the teaching-learning process. Having validated these technologies, their adoption is highly recommended to apply them for the benefit of education at different levels and areas.

Keywords: Virtual reality, Simulation, Telepresence, Technologies, Education, Innovation

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