Teaching with Tech

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Characterizing the Effect of Touch with Physical and Virtual Experiments on Students' Understanding of Buoyancy

Paper Presentation in a Themed Session
Mayari Serrano  

This study investigates differences in students' explanations of why objects float or sink in a fluid before and after being exposed to a physical or a virtual hands-on experiment. Participants included 51 students from an undergraduate course in physics. Twenty-six students were exposed to a physical hands-on experiment and twenty five students were exposed to a visuo-haptic simulation. The physical hands-on experiment consisted of an activity where students submerged objects with different masses and volumes in fluids with different densities. In the physical experiments the objects where tied to a thread enabling students to feel the effect of the buoyancy force created by the interaction of the object and the fluid. In the visuo-haptic simulation students were provided with a simulation of a cube that could be submerged in a fluid contained on a beaker. Students experimented with an interface where they were able to modify the object's density and volume, as well as the fluid's density. A Novint falcon haptic device exercised a force feedback as students submerged the object in the fluid. This feedback allowed students to feel the buoyant force after modifying the variables. Students responded a pre-test and post-test assessment designed to identify their conceptual understanding of buoyancy. There was an statistically significant difference between pre-test and post-test scores for both treatments, however, statistically the treatments were not significantly different from each other. Misconceptions related to mass and weight were also prevalent in the learners' responses even after treatment implementation.

Reflecting on Lessons-Learned for VR Implementation in Design Curricula in South Africa

Paper Presentation in a Themed Session
Hyacinthe Tonga  

The authors delve into insights garnered from a comprehensive review of the literature concerning the utilisation of Virtual Reality Gear (VRG). The focus is on the nascent and evolving applications of VRG within both national and international contexts, specifically within the realms of architectural education and the industry at large. Acknowledging VRG as a groundbreaking innovation that first emerged during the Third Industrial Revolution, this study highlights its swift progression in the era of the Fourth Industrial Revolution. VRG technology endows individuals with the capacity to operate as autonomous designers or collaborative team members in co-designed projects, holding substantial potential to enhance project outcomes by curtailing time, minimizing costs, reducing waste, and lessening environmental as well as energy consumption impacts. This research pinpoints both the challenges and opportunities that can inform teaching and learning strategies in design education, thus equipping students to navigate an ever-evolving work environment. A significant body of research underscores the necessity for increased educational opportunities and a more profound understanding of VRG applications within the architecture and interior design sectors, which significantly influence its implementation. Insights from international studies reflect a global demand for seasoned VRG professionals within the architectural domain. In response, educational institutions have initiated foundational VRG courses and projects, and researchers, including the authors, are advocating for educational frameworks aimed at accommodating the rapid development pace of VRG technology. This paper specifically examines the implementation of VRG within the South African architectural sector and juxtaposes the findings with extant international research.

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