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Chapter 9 Gamification in teaching of 3D design, scanning, and printing

  • Maria Chatzikyrkou , Athanasios Manavis und Apostolos Tsagaris
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CAD/CAM
Ein Kapitel aus dem Buch CAD/CAM

Abstract

This research focuses on the application of discovery learninglearning and gamificationgamification techniques in teaching 3D design, scanning, and printing within higher education learning environments. A hybrid methodology is employed, classifying learners as field-dependent (FD) or field-independent (FI) and subsequently applying gamification techniques tailored to their specific learning needs. Three different questionnaires were used for data collection. The GEFTGEFT questionnaire was utilized to identify learners’ cognitive styles, followed by a self-assessment questionnaire and a feedback questionnaire upon course completion. This classification allowed for the differentiation between FD and FI learners. The instructor designed a course that incorporated design software, rapid prototyping, and 3D scanning, ensuring that it met the distinct needs of both FI and FD learners. The course was conducted, and all reactions from learners regarding the gamification techniques were recorded.

Abstract

This research focuses on the application of discovery learninglearning and gamificationgamification techniques in teaching 3D design, scanning, and printing within higher education learning environments. A hybrid methodology is employed, classifying learners as field-dependent (FD) or field-independent (FI) and subsequently applying gamification techniques tailored to their specific learning needs. Three different questionnaires were used for data collection. The GEFTGEFT questionnaire was utilized to identify learners’ cognitive styles, followed by a self-assessment questionnaire and a feedback questionnaire upon course completion. This classification allowed for the differentiation between FD and FI learners. The instructor designed a course that incorporated design software, rapid prototyping, and 3D scanning, ensuring that it met the distinct needs of both FI and FD learners. The course was conducted, and all reactions from learners regarding the gamification techniques were recorded.

Heruntergeladen am 29.1.2026 von https://www.degruyterbrill.com/document/doi/10.1515/9783111585062-009/html?lang=de
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