Proceedings of the 3rd International Conference on Creative Multimedia 2023 (ICCM 2023)

Eliciting student engagement of students developing XR applications via implementation of PBL

Authors
Khadija Hamidani1, Tse-Kian Neo1, *, Vimala Perumal1, Angela Amphawan2, Ade Iram Susanty3, Mahir Pardana3, Sherly Artadita3
1Faculty of Creative Multimedia, Multimedia University, Cyberjaya, Malaysia
2Smart Photonics Research Laboratory, School of Engineering and Technology, Sunway University, Petaling Jaya, Malaysia
3School of Communication and Business, Telkom University, Jawa Barat, Indonesia
*Corresponding author. Email: tkneo@mmu.edu.my
Corresponding Author
Tse-Kian Neo
Available Online 16 November 2023.
DOI
10.2991/978-2-38476-138-8_12How to use a DOI?
Keywords
Experiential Learning; Project Based Learning; Extended Technology (XR); Student Engagement
Abstract

Recently, the growth and demand of Extended Reality (XR) Technologies, which include (AR), VR and MR) around the world have surged, as XR is being utilized in a wide spectrum of fields. Many higher education institutions (HEIs) are integrating XR Technologies in their classrooms to increase learners' interest and provide them immersive simulated learning experiences using AR and VR educational applications. To meet the increasing demands of immersive technology applications, many HEIs are incorporating creative multimedia undergraduate programs to empower immersive technologies applications developers with the required professional skill set. However, one critical issue that most of the students developing immersive AR and VR applications face is the low level of student engagement (SE) due to the time-consuming process of development as well as implementation of passive teaching approaches. Constructivist student centered learning approaches over the years have shown influence on the multimodal construct of SE which encompasses behavioural, cognitive, and emotional engagement. Conducive to elicit SE levels of n=26 students enrolled in Bachelor of Creative Multimedia program developing final year AR & VR projects, a preliminary survey research was conducted to investigate the impact of constructivist Project Based Experiential Learning approach on student engagement. The results of the study indicate a significant impact on all three domains of student engagement of learners developing XR applications. The results indicated that students found the Project-Based Learning classes to be engaging and created a positive attitude amongst the students.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Download article (PDF)

Volume Title
Proceedings of the 3rd International Conference on Creative Multimedia 2023 (ICCM 2023)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
16 November 2023
ISBN
10.2991/978-2-38476-138-8_12
ISSN
2352-5398
DOI
10.2991/978-2-38476-138-8_12How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Khadija Hamidani
AU  - Tse-Kian Neo
AU  - Vimala Perumal
AU  - Angela Amphawan
AU  - Ade Iram Susanty
AU  - Mahir Pardana
AU  - Sherly Artadita
PY  - 2023
DA  - 2023/11/16
TI  - Eliciting student engagement of students developing XR applications via implementation of PBL
BT  - Proceedings of the 3rd International Conference on Creative Multimedia 2023 (ICCM 2023)
PB  - Atlantis Press
SP  - 122
EP  - 132
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-138-8_12
DO  - 10.2991/978-2-38476-138-8_12
ID  - Hamidani2023
ER  -