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A Platform for Model-based Learning and Gamification in Design Education

Shenoy, P and Kumar, T (2024) A Platform for Model-based Learning and Gamification in Design Education. In: 34th CIRP Design Conference, CIRP 2024, 3 June 2024-5 June 2024, Cranfield, pp. 7-12.

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Official URL: https://doi.org/10.1016/j.procir.2024.06.003

Abstract

This study proposes a design learning platform that combines concepts from gamification, model-based learning, and educational psychology to produce a dynamic learning environment created for design students. The platform's main feature is a gamified approach to design education. It presents students with design quests and challenges that cross a variety of design disciplines. By using a subjective and open-ended approach, this platform encourages problem-solving, and critical thinking. To improve the learning experience, the platform incorporates educational psychology. Real-time feedback mechanisms are integrated with formative assessment methodologies to give students feedback on their progress. Model-based learning tools, such as concept models, 3D design, and flowcharts are incorporated. This helps students in understanding the connections between ideas, visualising complicated design concepts, and applying their learning to real-world situations. Gamification components such as point systems and prizes help to increase motivation and engagement. The platform aims to combine Augmented reality (AR) and Virtual reality (VR) technology into the concept. Students will be able to explore design environments and develop interesting concepts. This advancement will increase the depth and interaction of the learning experience. Primary research was conducted with preliminary prototypes of the platform with students of design to recognise the initial impact of the features of the platform. This showed to improve design thinking and problem-solving abilities. Prototype concepts have been discussed to further develop the platform's capabilities. These concepts include the development of a mobile application to facilitate skill tracking and daily design challenges to encourage innovation. In essence, this design learning platform provides a systemic approach to design education, combining various design methods and principles, educational psychology techniques, and AR and VR technology. It hopes to empower design students by providing them with the skills, information, and drive they need to flourish in the dynamic and ever-changing world of design. © 2024 Elsevier B.V.. All rights reserved.

Item Type: Conference Paper
Publication: Procedia CIRP
Publisher: Elsevier B.V.
Additional Information: The copyright for this article belongs to the author.
Keywords: Augmented reality/virtual reality; Design Education; Design learning; Dynamic learning; Educational psychology; Gamification; Learning experiences; Learning platform; Modeling-based learning; Virtual reality technology, Virtual environments
Department/Centre: Division of Mechanical Sciences > Department of Design & Manufacturing (formerly Centre for Product Design & Manufacturing)
Date Deposited: 26 Nov 2024 16:18
Last Modified: 26 Nov 2024 16:18
URI: http://eprints.iisc.ac.in/id/eprint/86979

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