The curriculum of Architecture, Engineering, Construction, and Facility Management industries (AECO) is characterized by a variety of different subjects and thus teaching approaches, such as lectures, tutorials, project-based learning or inverted classroom. Especially for the postprocessing of teaching content, it is necessary that students have a comprehensive platform at their disposal. Here, it is not only important that documents are stored, but also that interaction can take place and that possibilities for the integration of gamification approaches are given. These requirements can be met by using the Metaverse in teaching. This paper presents the structures and requirements for a cross-curricular approach to teaching and learning in the Metaverse. For this purpose, the components of the Metaverse were initially made available as supplementary forms of teaching within the framework of the modules “Building Information Modeling”, “Digital Design and Construction”, and Computer Aided Facility Management” by using workshops and tutorials. The modules in the area of AECO are particularly suitable for evaluation, as they strengthen interdisciplinary cooperation. The impact of these additional forms of instruction was evaluated using a qualitative survey to assess the impact on learning outcomes. In addition, the students were asked to summarize their experiences in short papers describing advantages, limitations, necessary prerequisites, and possible course content. These qualitative and quantitative surveys and teaching evaluations are used as a basis for the development of a Metaverse-based teaching concept, that is described in the paper. The results show that the learning outcomes of the students increased by using the Metaverse as an additional learning tool. Especially complex issues can be better understood by the students, furthermore the independence of time and place is described as an advantage. On the other hand, the students state, that they are afraid of social isolation and misuse of the Metaverse as well as high expenses for hardware and internet connection.

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How to Teach AECO in the Metaverses

  • Niels Bartels,
  • Kristina Hahne,
  • Nadine Wills

摘要

The curriculum of Architecture, Engineering, Construction, and Facility Management industries (AECO) is characterized by a variety of different subjects and thus teaching approaches, such as lectures, tutorials, project-based learning or inverted classroom. Especially for the postprocessing of teaching content, it is necessary that students have a comprehensive platform at their disposal. Here, it is not only important that documents are stored, but also that interaction can take place and that possibilities for the integration of gamification approaches are given. These requirements can be met by using the Metaverse in teaching. This paper presents the structures and requirements for a cross-curricular approach to teaching and learning in the Metaverse. For this purpose, the components of the Metaverse were initially made available as supplementary forms of teaching within the framework of the modules “Building Information Modeling”, “Digital Design and Construction”, and Computer Aided Facility Management” by using workshops and tutorials. The modules in the area of AECO are particularly suitable for evaluation, as they strengthen interdisciplinary cooperation. The impact of these additional forms of instruction was evaluated using a qualitative survey to assess the impact on learning outcomes. In addition, the students were asked to summarize their experiences in short papers describing advantages, limitations, necessary prerequisites, and possible course content. These qualitative and quantitative surveys and teaching evaluations are used as a basis for the development of a Metaverse-based teaching concept, that is described in the paper. The results show that the learning outcomes of the students increased by using the Metaverse as an additional learning tool. Especially complex issues can be better understood by the students, furthermore the independence of time and place is described as an advantage. On the other hand, the students state, that they are afraid of social isolation and misuse of the Metaverse as well as high expenses for hardware and internet connection.