Experiential learning of systems modelling through 360-degree video and 3D printed tools constructed through design-based research
Creators: name: Munoz Carpio, Juan
Publisher: name: CQUniversity
Year: 2025
Subjects: classificationCode: 390303
subject: Higher education

description: When humans explore and engage with their surroundings, they employ all of their senses for learning. Visualisation for conceptualisation can support learners with learning strategies to enhance learner-content engagement and improve outcomes. Immersive learning environments to support the context of the learning process are not widely available in system modelling, despite visualisation being an important skill in software engineering in the 21st Century workplace. The overarching goal of this thesis was to evaluate how multimodality influences learning in novice ICT students, compared to the use of traditional means for learning modelling systems. Learning immersion and abstract information can be provided through an improved contextualised experience that uses a 360-degree video case study and 3D printed syntax to create use case models and promote engagement and learning. This research describes the use of a 360-degree video case study and 3D printed objects as experiential learning tools supported by a guiding framework for learning system modelling. These iterations include three experimental implementations. In a tutorial class, undergraduate students participated in a use case modelling activity using a visualised scenario with 3D printed syntax supported by a sequential framework. Measures of motivation and engagement were assessed as part of the usability testing, and learning outcomes were compared between group conditions. This research employed mixed methods to better understand the data under consideration, following a design-based research methodology to create a solution in the form of a 360-degree scenario supported by haptic components. Using visual imagery and 3D objects as a means of learning reduces cognitive processing to support learner-content interaction that can be translated into an increased level of engagement for learning scaffolding. This research found that using a 360-degree video with haptic aspects creates a novel way to provide an engaging learning experience that is beneficial while learning system modelling. 3D printed items can be used to develop practical understanding while learning through immersion. This research study, both theoretically and practically, makes an important contribution to the field of learning system modelling for novice learners, particularly in understanding the modelling process, the semantics and syntax language. The development of a conceptual framework (4C) provides inexperienced students with learning guidance while engaging with the complexities of developing use case modelling. This set of visual guidelines enhances students' learning experiences and engagement in an ICT subject.
This thesis sets the groundwork for researchers and educators to adopt multimodal methods of learning in STEM education that incorporate visual and sensory representations for learning conceptualisation to improve learning outcomes.