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Preparing for Industry 4.0 – Collaborative Virtual Learning Environments in Engineering Education

Katharina Schuster (), Kerstin Groß, René Vossen, Anja Richert and Sabina Jeschke
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Katharina Schuster: IMA/ZLW & IfU, RWTH Aachen University
Kerstin Groß: IMA/ZLW & IfU, RWTH Aachen University
René Vossen: IMA/ZLW & IfU, RWTH Aachen University
Anja Richert: IMA/ZLW & IfU, RWTH Aachen University
Sabina Jeschke: IMA/ZLW & IfU, RWTH Aachen University

A chapter in Automation, Communication and Cybernetics in Science and Engineering 2015/2016, 2016, pp 417-427 from Springer

Abstract: Abstract In consideration of future employment domains, engineering students should be prepared to meet the demands of society 4.0 and industry 4.0 – resulting from a fourth industrial revolution. Based on the technological concept of cyber-physical systems and the internet of things, it facilitates – among others - the vision of the smart factory. The vision of “industry 4.0” is characterized by highly individualized and at the same time cross-linked production processes. Physical reality and virtuality increasingly melt together and international teams collaborate across the globe within immersive virtual environments. In the context of the development from purely document based management systems to complex virtual learning environments (VLEs), a shift towards more interactive and collaborative components within higher educational e-learning can be noticed, but is still far from being called the state of the art. As a result, engineering education is faced with a large potential field of research, which ranges from the technical development and didactical conception of new VLEs to the investigation of students’ acceptance or the proof of concept of the VLEs in terms of learning efficiency. This paper presents two corresponding qualitative studies: In a series of focus groups, it was investigated which kinds of VLEs students prefer in a higher education context. Building upon the results of the focus groups, a collaborative VLE was created within the open world game Minecraft. First screenings of the video material of the study indicate a connection between communicational behavior and successful collaborative problem solving in virtual environments.

Keywords: Engineering Education; Minecraft; Oculus Rift; Virtual Collaboration; Virtual Learning Environments (search for similar items in EconPapers)
Date: 2016
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Persistent link: https://EconPapers.repec.org/RePEc:spr:sprchp:978-3-319-42620-4_33

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DOI: 10.1007/978-3-319-42620-4_33

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