MIX REALITY, GAMIFICATION, AND SIMULATORS: THREE TYPES OF STRATEGIES TO INCREASE LEARNING IN THE TEC21 EDUCATIONAL MODEL

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: Gonzalez Almaguer, Carlos Alberto; Acuña Lopez, Alejandro; Aguirre Acosta, Ángeles Carolina; Rosas Herrera, Elvia Itzamna; Saavedra Gastelum, Veronica; Roman Jimenez, Olaf Ramiro; Zubieta Ramírez, Claudia
Series: E&PDE
Institution: Tecnologico de Monterrey Campus Queretaro, Mexico
Section: Responsible innovation in design and engineering education
DOI number: 10.35199/EPDE.2023.89
ISBN: 978-1-912254-19-4

Abstract

During the pandemic, the use of remote laboratories helped maintain academic quality in the areas of Engineering and Science at universities around the world. At Tecnologico de Monterrey, we tried to go further using virtual, augmented, and immersive reality to give continuity to learning through the creation of digital twins during the confinement by COVID-19, and now that we have returned to strengthen the learning of complex lessons, Using simulators replicating a manufacturing plant's operations allows students to better understand the transactions and generation of data formed by simulating the behavior during a determined period of demand. Gamifying the mixed reality lessons and simulators has allowed us to take learning to a high level of immersion on the part of the students. During distance learning, it was not easy to control the correct use of devices to avoid student distraction, now with the return to school, the use of these technologies allows not only an almost total immersion and increase in learning but also the development of graduation competencies not only of the students but also beyond the university. A key element of learning in the TEC21 model is the challenge posed by a training partner, but one of the restrictions is the time they dedicate to us and the accessibility to their processes. Through these technologies, digital twins are being created that allow students immersive learning of the processes of the training partners and, for them, the current analysis of their processes and training of new personnel. This document reflects the learning by designing, developing, and implementing mixed reality lessons, simulators, and gamification from August 2020 to date for the development of student learning in the TEC21 model.

Keywords: Mixed Reality, Gamification, Simulators, Educational Innovation, Higher Education

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