Session

Education and Development

Description

In the Fall of 2017, a cross disciplinary team at University of the Pacific in Stockton, California, USA worked together to identify ways of creating new knowledge for an undergraduate engineering course titled Building Information Modeling. The team included faculty from the School of Engineering and Computer Science and technical staff from the Cube, a digital makerspace in the library. Students were tasked to design and model a one-story building to house the University of the Pacific Garden Program on campus. The cross disciplinary team had the students explore an immersive way of seeing the building model by using a Virtual Reality (VR) system. As the University for Business and Technology Knowledge Center concept acknowledges, it is important to curate local knowledge so that future generations can build upon it. At Pacific, the cross disciplinary team was not content with merely producing exemplary student work; they opted to involve the Digital Repository Coordinator in the project and she uploaded all student projects to the University’s digital repository, where they will now serve as proof of concept for students in 2018 to build upon in their own course work. Implementing technology like VR in the classroom can lead to new ways of thinking and doing for students, including obtainment of new skills which can serve them in future classes as well as beyond their academic studies. Disseminating newly created knowledge through an online repository of University scholarship leads to increased visibility of work being produced on campus, which contributes to the general knowledge base for successive semesters of students at Pacific. However, as the works are also freely available to anyone online, through creative commons licensure, students are also contributing to new knowledge in teaching, learning and research at other institutions. This paper will explore both the technical elements of utilizing VR technology in the classroom along with the benefits of making University produced knowledge freely and globally available online.

Keywords:

Virtual Reality, Teaching, Learning, Higher Education, Institutional Repository

Session Chair

Claire Gordon

Session Co-Chair

Alisa Sadiku

Proceedings Editor

Edmond Hajrizi

ISBN

978-9951-437-69-1

Location

Pristina, Kosovo

Start Date

27-10-2018 9:00 AM

End Date

27-10-2018 10:30 AM

DOI

10.33107/ubt-ic.2018.122

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Oct 27th, 9:00 AM Oct 27th, 10:30 AM

Creating and Curating New Knowledge: A North American University Case Study

Pristina, Kosovo

In the Fall of 2017, a cross disciplinary team at University of the Pacific in Stockton, California, USA worked together to identify ways of creating new knowledge for an undergraduate engineering course titled Building Information Modeling. The team included faculty from the School of Engineering and Computer Science and technical staff from the Cube, a digital makerspace in the library. Students were tasked to design and model a one-story building to house the University of the Pacific Garden Program on campus. The cross disciplinary team had the students explore an immersive way of seeing the building model by using a Virtual Reality (VR) system. As the University for Business and Technology Knowledge Center concept acknowledges, it is important to curate local knowledge so that future generations can build upon it. At Pacific, the cross disciplinary team was not content with merely producing exemplary student work; they opted to involve the Digital Repository Coordinator in the project and she uploaded all student projects to the University’s digital repository, where they will now serve as proof of concept for students in 2018 to build upon in their own course work. Implementing technology like VR in the classroom can lead to new ways of thinking and doing for students, including obtainment of new skills which can serve them in future classes as well as beyond their academic studies. Disseminating newly created knowledge through an online repository of University scholarship leads to increased visibility of work being produced on campus, which contributes to the general knowledge base for successive semesters of students at Pacific. However, as the works are also freely available to anyone online, through creative commons licensure, students are also contributing to new knowledge in teaching, learning and research at other institutions. This paper will explore both the technical elements of utilizing VR technology in the classroom along with the benefits of making University produced knowledge freely and globally available online.