Chapter 9 Gamification in teaching of 3D design, scanning, and printing
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Maria Chatzikyrkou
, Athanasios Manavis and Apostolos Tsagaris
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.
Chapters in this book
- Frontmatter I
- Preface V
- Contents VII
- List of contributing authors IX
- About the editors XIII
- Chapter 1 Topology optimization of prosthetic limb from advanced polymeric materials utilizing finite element method 1
- Chapter 2 Diffusion models in product design: optimizing form toward digital prototyping 21
- Chapter 3 CAD/CAM systems: application features and possible scenarios for the footwear industry 43
- Chapter 4 Optimizing project management and design workflows: visual and computational strategies for collaborative design 77
- Chapter 5 Generating customized 3D garments based on 3D scanned body geometry and 2D sketches 95
- Chapter 6 Machine design: modern design techniques and methodologies for a sustainable design 113
- Chapter 7 Pragmatic customization in medical device design for sustainable healthcare 143
- Chapter 8 3D printing-based applications 165
- Chapter 9 Gamification in teaching of 3D design, scanning, and printing 173
- Chapter 10 EU vision to pave the way for impactful R&I in the Western Balkans: a case at POLIS University 205
- Index 345
- De Gruyter Series in Advanced Mechanical Engineering
Chapters in this book
- Frontmatter I
- Preface V
- Contents VII
- List of contributing authors IX
- About the editors XIII
- Chapter 1 Topology optimization of prosthetic limb from advanced polymeric materials utilizing finite element method 1
- Chapter 2 Diffusion models in product design: optimizing form toward digital prototyping 21
- Chapter 3 CAD/CAM systems: application features and possible scenarios for the footwear industry 43
- Chapter 4 Optimizing project management and design workflows: visual and computational strategies for collaborative design 77
- Chapter 5 Generating customized 3D garments based on 3D scanned body geometry and 2D sketches 95
- Chapter 6 Machine design: modern design techniques and methodologies for a sustainable design 113
- Chapter 7 Pragmatic customization in medical device design for sustainable healthcare 143
- Chapter 8 3D printing-based applications 165
- Chapter 9 Gamification in teaching of 3D design, scanning, and printing 173
- Chapter 10 EU vision to pave the way for impactful R&I in the Western Balkans: a case at POLIS University 205
- Index 345
- De Gruyter Series in Advanced Mechanical Engineering