TY - JOUR
T1 - Application of gamified virtual laboratories as a preparation tool for civil engineering students
AU - Vahdatikhaki, Faridaddin
AU - Friso-van den Bos, Ilona
AU - Mowlaei, Sajad
AU - Kollöffel, Bas
N1 - Publisher Copyright:
© 2023 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.
PY - 2024/1/2
Y1 - 2024/1/2
N2 - Practical laboratory sessions are essential for engineering education, demanding efficient use of limited time. In recent years, Virtual Reality (VR) technologies have introduced Virtual Laboratories (VLs), offering the potential to enhance students’ educational experience. Despite their potential, VLs are rarely utilised in civil engineering education. This research investigates the effectiveness of a gamified VL designed to simulate a concrete laboratory, aimed at better preparing students for experiments. A quasi-experimental study divided 92 students into control and experimental groups using cluster sampling. The control group received traditional lab training, while the experimental group engaged with the VL training environment. The results demonstrate that students using the VL spent significantly less time in the physical lab, exhibited improved competence in navigating lab setups, posed fewer questions about experimental procedures, and required less assistance from lab assistants. Notably, VL users spent 16% less time in the physical lab and needed fewer interventions from lab assistants. This study highlights the potential of VLs as potent tools for preparing engineering students for traditional lab sessions. Post-experiment surveys revealed a strong willingness among students in the experimental group to use VLs in future similar lab sessions, emphasising the positive impact of integrating VLs into engineering education.
AB - Practical laboratory sessions are essential for engineering education, demanding efficient use of limited time. In recent years, Virtual Reality (VR) technologies have introduced Virtual Laboratories (VLs), offering the potential to enhance students’ educational experience. Despite their potential, VLs are rarely utilised in civil engineering education. This research investigates the effectiveness of a gamified VL designed to simulate a concrete laboratory, aimed at better preparing students for experiments. A quasi-experimental study divided 92 students into control and experimental groups using cluster sampling. The control group received traditional lab training, while the experimental group engaged with the VL training environment. The results demonstrate that students using the VL spent significantly less time in the physical lab, exhibited improved competence in navigating lab setups, posed fewer questions about experimental procedures, and required less assistance from lab assistants. Notably, VL users spent 16% less time in the physical lab and needed fewer interventions from lab assistants. This study highlights the potential of VLs as potent tools for preparing engineering students for traditional lab sessions. Post-experiment surveys revealed a strong willingness among students in the experimental group to use VLs in future similar lab sessions, emphasising the positive impact of integrating VLs into engineering education.
KW - Engineering education
KW - Training tool
KW - Virtual education
KW - Virtual Reality (VR)
KW - UT-Hybrid-D
UR - http://www.scopus.com/inward/record.url?scp=85172665600&partnerID=8YFLogxK
U2 - 10.1080/03043797.2023.2265306
DO - 10.1080/03043797.2023.2265306
M3 - Article
AN - SCOPUS:85172665600
SN - 0304-3797
VL - 49
SP - 164
EP - 191
JO - European journal of engineering education
JF - European journal of engineering education
IS - 1
ER -