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Blending Gamification and Project-based Learning with Rapid Prototyping Technologies in Enhancing Students' Learning of Design

Published: 21 January 2020 Publication History

Abstract

New generations of students face new challenges in learning, many students are being left behind by old educational systems and common teaching methodologies. This study intends to measure how the performance of the students is affected by the implementation of different techniques on educational innovation and rapid prototyping technologies. In this research, three groups of students enrolled in digital modeling courses were analyzed. During the analysis, the students' performance and experiences were assessed using different educational techniques such as Project-based learning (PBL), Gamification and technologies such as 3D printing and 3D scanning to improve their learning experience, grades. The results showed that the application of this learning techniques, the personalization of the tests according to the abilities of each student, and the use of technologies such as 3D printing and 3D scanning helped the students to improve their learning experience, increase their grades and develop the necessary skills for their 3D modeling course.

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Cited By

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  • (2025)Impacts of Gamified Project-Based Learning on Students’ Achievement Motivation in Rural ChinaTechTrends10.1007/s11528-025-01051-7Online publication date: 11-Feb-2025
  • (2022)Project-Based Learning Methodology as a Promoter of Learning Math Concepts: A Scoping ReviewFrontiers in Education10.3389/feduc.2022.9533907Online publication date: 8-Jul-2022
  • (2020)Mechanics, Dynamics, and Aesthetics Framework on Gamification at University2020 International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS)10.1109/ICIMCIS51567.2020.9354271(34-39)Online publication date: 19-Nov-2020

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  1. Blending Gamification and Project-based Learning with Rapid Prototyping Technologies in Enhancing Students' Learning of Design

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    cover image ACM Other conferences
    ICETC '19: Proceedings of the 11th International Conference on Education Technology and Computers
    October 2019
    326 pages
    ISBN:9781450372541
    DOI:10.1145/3369255
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 21 January 2020

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    Author Tags

    1. 3D printing
    2. 3D scanning
    3. 3D techniques
    4. CAD
    5. Digital modeling
    6. Educational Innovation
    7. Gamification
    8. Project-based learning
    9. learning improvement
    10. rapid prototyping

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    Cited By

    View all
    • (2025)Impacts of Gamified Project-Based Learning on Students’ Achievement Motivation in Rural ChinaTechTrends10.1007/s11528-025-01051-7Online publication date: 11-Feb-2025
    • (2022)Project-Based Learning Methodology as a Promoter of Learning Math Concepts: A Scoping ReviewFrontiers in Education10.3389/feduc.2022.9533907Online publication date: 8-Jul-2022
    • (2020)Mechanics, Dynamics, and Aesthetics Framework on Gamification at University2020 International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS)10.1109/ICIMCIS51567.2020.9354271(34-39)Online publication date: 19-Nov-2020

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