Leveraging immersive environments in physics labs and flipped classrooms for engineering courses
DOI:
https://doi.org/10.34117/bjdv11n3-037Keywords:
physics education, physics laboratory, flipped classroom, immersive videosAbstract
This paper aims to explore the use of immersive (panoramic) video with hotspots (links to videos and texts for further explanation) as a pre-class activity for an investigative physics laboratory on the topic of oblique launches, in conjunction with the flipped classroom methodology. The goal is to study the effectiveness of immersive (panoramic) videos with hotspots as pre-class materials within the flipped classroom approach. This paper presents the implementation of this technology in a classic physics experiment on oblique launches, conducted with approximately 400 first-year engineering students at Instituto Mauá de Tecnologia. These students were divided into laboratory classes, working in teams of three to four, and were required to answer two perception quizzes (pre- and post-class). The post-class quiz included additional problems beyond those in the pre-class quiz. After 15 days, the groups were required to submit a scientific paper on the experiment. It was found that immersive video technology serves as a complement to traditional materials, though some aspects need improvement. Moreover, it was concluded that students recognized their improvement in laboratory tasks, such as physics modeling, constructing graphs and tables, and interpreting graphs. Regarding problem-solving in the post-class quiz, it was observed that problems involving two types of motion required additional practice.
References
BROECK, Maximilian Van den; et al. It's All Around You: Exploring 360° Video Viewing Experiences on Mobile Devices. In: Proceedings of the 25th ACM International Conference on Multimedia. 2017. p. 1-10. Available in: https://doi.org/10.1145/3123266.3123347. Acessed: 14 nov. 2024.
FIDAN, M.; TUNCEL, M. Integrating augmented reality into problem-based learning: The effects on learning achievement and attitude in physics education. Computers & Education, v. 147, p. 103635, 2020. Available: https://doi.org/10.1016/j.compedu.2019.103635. Acessed: 14 nov. 2024.
KAPP, S.; THEES, M.; BEIL, F.; WEATHERBY, T.; BURDE, J.-P.; KUHN, T.; WILHELM, T. The Effects of Augmented Reality: A Comparative Study in an Undergraduate Physics Laboratory Course. In: Virtual and Augmented Learning Environments. Cham: Springer, 2020. p. 197-206. Avaiable in: https://doi.org/10.1007/978-3-030-49936-9_20. Acessed: 14 nov. 2024.
LAMPROPOULOS, G.; et al. 360-degree video in education: An overview and a comparative social media data analysis of the last decade. Smart Learning Environments, v. 8, n. 20, p. 1-16, 2021. Avaiable in: https://doi.org/10.1186/s40561-021-00165-8. Acessed: 14 nov. 2024.
SVIRIDOVA, T.; et al. Immersive technologies as an innovative tool to increase academic success and motivation in higher education. Frontiers in Education, v. 8, p. 1192760, 2023. Avaiable in: https://doi.org/10.3389/feduc.2023.1192760. Acessed: 14 nov. 2024.

