Case-based Learning Methods with 3D Interactive Multimedia for Millennial Generation Engineering Students
Millennial generation students are interested in an integrated, simultaneously analytical, computational, interactive, as well as practical, real-world-focused, customized education. They expect a large number of choices, because they understand the power of simulation. They are very visually focused, because this is the video gaming generation. They want personalized, customized products, processes and service, and their education process is not an exception. They look for technical details, and want to see it all; immediately, and virtually...They look for good quality and low cost and ease of use, and interactivity, because there is NO time to read traditional manuals and static textbooks They like to continuously explore, browse the web, watch interactive, rather than linear videos, explore multimedia-based publications, versus static textbooks, and always experiment, rather than follow the traditional path. They also have less need and desire to conform. They expect instant gratification. They are often impatient, and therefore want it immediately The benefits of introducing problems for students to solve using cases in a browser-readable 3DVR (3D Virtual Reality) interactive multimedia format are manifold. The entire learning process becomes more student-versus lecture-or tutor-centered. Students can learn by exploring versus being told, and can have as many goes at solving a problem, or exploring an idea, taking as much time as desired or is available. Mistakes made can be corrected without penalties. Multimedia tools, and a variety of web-compatible, interactive 3D media, are available during the learning process. Within our cases self-assessment is possible. This means that students become more self-critical as they participate directly in their own learning process. Team, group and class assessment is integrated into every module of our programs (supported by active code spreadsheets, computer programs, often with embedded 3D objects, video-clips and animations) that the students can interrogate to understand either the question(s) or the answers better.
Authors
- Paul G. Ranky
Institutions
- New Jersey Institute of Technology (US)
- PROTO Manufacturing (United States) (US)
Publication Details
- Published
- 2025-01-22
- DOI
- https://doi.org/10.18260/1-2-1153-50343
- Primary Topic
- Educational Assessment and Pedagogy
- Type
- article
- Field-Weighted Citation Impact
- 0.00