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How do you get tomorrow's artisans engaged in something as theoretical and relatively intangible as "construction site design"? The day you, as an apprentice, stand on the construction site, it is alpha and omega that the construction site is efficiently arranged, but in the internships it is usually planned in advance, and at school it is therefore by theory. So how do you learn what to take into account? How does it really learn so that it is a knowledge and an experience that the structurers, carpenters and masons remember and carry with them when reality hits? Motivation and learning thus became the focal point of a joint project, where virtual reality, VR, became the lever for a virtual, imaginary reality, where the students with gamification, technology and entertainment created a practice-oriented learning situation. A learning situation that is also linked to "blended learning", ie a mixture between the traditional classroom teaching and VR training. In this case, the technology, VR, was built up as a learning game with levels and feedback. Danish Hvordan får man morgendagens håndværkere engageret i noget så teoretisk og relativt uhåndgribeligt som ”byggepladsindretning”? Den dag du som udlært står på byggepladsen, er det alfa og omega, at byggepladsen er effektivt indrettet, men i praktikforløbene er det oftest planlagt på forhånd, og på skolen bliver det derfor ved teorien. Så hvordan lærer man, hvad man skal tage højde for? Sådan rigtigt lærer det, så det er en viden og en erfaring som struktørerne, tømrerne og murerne husker og bærer med sig, når virkeligheden rammer? Det var omtrent den udfordring som det nationale videnscenter, Videnscenter for Håndværk og Bæredygtighed, satte sig for at løse, da de rakte ud til det visuelle kommunikationsbureau Cadpeople, der bl.a. er specialiseret i digital læring. Videnscenter for Håndværk og Bæredygtighed er et nationalt videnscenter, der samarbejder med alle landets tekniske erhvervsskoler. Bag videnscentret er et samarbejde mellem Learnmark Horsens, som er hovedskolen, og partnerskolerne Den jydske Haandværkerskole, i Hadsten, og Roskilde Tekniske Skole. ”I undervisningen søger vi altid at lade eleverne koble opgaver og erfaringer, fx fra virksomhedspraktik, til helhedsorienterede forløb, hvor både erfaringer og refleksion bringes i spil. Det kunne bare ikke lade sig gøre i forhold til byggepladsindretning, for de kommer ikke i berøring med det i deres praktik og som ren teoretisk undervisning, giver det ikke rigtig mening. Vi oplevede derfor at eleverne slet ikke var motiverede.”, siger Iver Gaarsted, Videncenterchef på Videnscenter for Håndværk og Bæredygtighed. Motivation og læring blev således omdrejningspunktet i et fælles projekt, hvor virtual reality, VR, blev løftestangen for en virtuel, imaginær virkelighed, hvor eleverne med gamification, teknologi og underholdning fik skabt en praksisnær læringssituation. En læringssituation der endvidere er koblet til ”blended learning”, altså en blanding mellem den traditionelle klasserumsundervisning og VR-træning. I dette tilfælde blev teknologien, VR, bygget op som et læringsspil med levels og feedback. Som elev tager du et VR-headset på, og du møder nu din mester i form af en animeret karakter. Han guider dig gennem de opgaver, du skal løse. Du starter inde i en skurvogn, hvor du vælger din fagretning, og du bliver herefter præsenteret for et arbejdsbord med en plan over byggepladsen uden for døren. Første level er det samme for alle fagretninger. Der bliver vilkårligt udvalgt en byggegrund og en årstid til eleven, og her er der fokus på, at eleven skal forholde sig til vejrforholdene og placere telt og/eller lys på byggepladsen. Selve planlægningen foregår på arbejdsbordet, hvor en 3D-plantegning af den udvalgte byggegrund er præsenteret ved siden af de emner, der skal placeres i det pågældende level. Efter placering af emnerne på planlægningsbordet går eleverne ud ad døren og ud på byggepladsen. Her går det op for eleven, at det han/hun planlægger på bordet, sker på samme tid i ”virkelighedens byggeplads”. Eleven bevæger sig rundt på grunden og skal godkende de valgte placeringer, hvis han/hun mener, de stadig er placeret korrekt efter at have set det i 1:1 skala. De efterfølgende fire levels er fagspecifikke, og eleven skal forholde sig til placering af 1-2 emner i hvert level. Det kan være placering af container, materialer og lignende, som eleven skal placere på 3-4 mulige placeringer på planlægningsbordet. Det sjette level er ens for alle fagretninger og omhandler affaldshåndtering. Her er eleven i skurvognen og står overfor et udvalg af miniature containere til forskellige affaldsfragmenter. Herefter skal eleven sortere en bunke affald ved at kaste det over i de rette containere. Hele simuleringen afsluttes med at give eleven en score som feedback. Her får eleven at vide, om han/hun har klaret det godt, eller om det anbefales at prøve simuleringen igen. Opdelingen i levels er stopklodser, hvor eleven kan reflektere og se, hvad han/hun har placeret på byggepladsen. Hvis eleven godkender placeringen, sender spillet et feedback i form af forudindtalt speak, som vejleder om det er korrekt eller forkert. Det giver eleven en vis form for udenadslære i de basale processer for planlægningen af byggepladsen. Sammen har Cadpeople og Videncenter for Håndværk og Bæredygtighed skabt en løsning, som på kreativ vis udnytter de teknologiske muligheder til at tale til eleverne og ved at gøre læring praksisnært og sjovt i samme ombæring. Den digitale byggepladsindretning kobler teori og praksis og gør det både vedkommende og underholdende. Det har højnet motivationen for dette hjørne af en bred og praksisorienteret uddannelse og betyder i sidste ende, at fremtidens håndværkere er bedre rustede til at træde ud på den virkelige verdens byggepladser – klar til at håndtere virkelighedens udfordringer. Fordi de har prøvet det før. ”Eleverne fortæller, at det er sjovt. Især det med at deres mester taler direkte og uformelt til dem. De oplever også, at hvordan deres handlinger har konsekvenser, fx når de placerer en container forkert eller glemmer at lægge køreplader ud i regnvejr. Der får de feedbacken i situationen”, siger siger Iver Gaarsted, Videncenterchef på Videnscenter for Håndværk og Bæredygtighed, og uddyber: ”Ved at lade eleverne koble opgaver og erfaringer inde fra VR, har vi fået skabt et helhedsorienterede forløb, hvor de – omend virtuelle - erfaringer og refleksioner bringes i spil, når de står overfor byggepladsindretninger i fremtiden." Udbredelsen af anvendelse af XR og 3D realtime-modeller i undervisningen er en del af strategien for at modernisere undervisningen i hele Danmark. Med VR-kurset har Cadpeople og Videnscenter for Håndværk og Bæredygtighed skabt et digitalt læringsmedie… - Som lærer elever i byggefagene om byggepladsindretning på 30-45 minutter. - Som lader undervisningen tage udgangspunkt i elevens eget niveau og dermed understøtter bl.a. svage læsere. - Som kan fastholde flere elever på uddannelserne. - Som i dag kan bruges af ca. 3.000 af LearnMarks årselever. - Som med tid kan bruges af alle elever i byggefagene i Danmark – svarende til ca. 25.000 årselever. - Som på den lange bane kan gøres helt uafhængig af instruktører, som i stedet kan fokusere på inklusion af svage elever. English (Google translate) How do you get tomorrow's artisans engaged in something as theoretical and relatively intangible as "construction site design"? The day you, as an apprentice, stand on the construction site, it is alpha and omega that the construction site is efficiently arranged, but in the internships it is usually planned in advance, and at school it is therefore by theory. So how do you learn what to take into account? How does it really learn so that it is a knowledge and an experience that the structurers, carpenters and masons remember and carry with them when reality hits? This was about the challenge that the Videnscenter for Håndværk og Bæredygtighed, set out to solve when they reached out to the visual communication agency Cadpeople, which i.a. specializes in digital learning. Videnscenter for Håndværk og Bæredygtighed is a national knowledge center that collaborates with all the country's technical vocational schools. Behind the knowledge center is a collaboration between Learnmark Horsens, which is the main school, and the partner schools Den jydske Haandværkerskole, in Hadsten, and Roskilde Tekniske Skole. In the teaching, we always seek to let the students link tasks and experiences, eg from company internships, to holistic courses, where both experiences and reflection are brought into play. It just could not be done in relation to construction site design, because they do not come into contact with it in their practice and as pure theoretical teaching, it does not really make sense. We therefore experienced that the students were not motivated at all. ”, Says Iver Gaarsted, Knowledge Center Manager at Videnscenter for Håndværk og Bæredygtighed. Motivation and learning thus became the focal point of a joint project, where virtual reality, VR, became the lever for a virtual, imaginary reality, where the students with gamification, technology and entertainment created a practice-oriented learning situation. A learning situation that is also linked to "blended learning", ie a mixture between the traditional classroom teaching and VR training. In this case, the technology, VR, was built up as a learning game with levels and feedback. As a student, you put on a VR headset and you now meet your master in the form of an animated character. He guides you through the tasks you have to solve. You start inside a shed, where you choose your field of study, and you are then presented with a work table with a plan of the construction site outside the door. The first level is the same for all disciplines. A building plot and a season are randomly selected for the student, and here the focus is on the student having to deal with the weather conditions and place tents and / or lights on the construction site. The actual planning takes place on the work table, where a 3D floor plan of the selected building plot is presented next to the items to be placed in the relevant level. After placing the items on the planning table, students walk out the door and onto the construction site. Here it dawns on the student, that what he / she plans on the table happens at the same time in the “construction site of reality”. The student moves around the plot and must approve the chosen placements if he / she thinks they are still placed correctly after seeing it on a 1: 1 scale. The subsequent four levels are subject-specific, and the student must relate to the placement of 1-2 topics in each level. It can be the placement of containers, materials and the like, which the student must place in 3-4 possible locations on the planning table. The sixth level is the same for all disciplines and deals with waste management. Here the student is in the shed and is faced with a selection of miniature containers for various waste fragments. Then the student has to sort a pile of waste by throwing it in the right containers. The whole simulation ends with giving the student a score as feedback. Here the student is told if he / she has done well, or if it is recommended to try the simulation again. The division into levels are stop blocks, where the student can reflect and see what he / she has placed on the construction site. If the student approves the placement, the game sends a feedback in the form of pre-spoken speak, which guides whether it is correct or incorrect. It gives the student some form of rote learning in the basic processes of planning the construction site. Together, Cadpeople and Videnscenter for Håndværk og Bæredygtighed have created a solution that creatively exploits the technological opportunities to speak to students and by making learning practical and fun in the same embrace. The digital construction site design combines theory and practice and makes it both relevant and entertaining. It has raised the motivation for this corner of a broad and practice-oriented education and ultimately means that the craftsmen of the future are better equipped to step out on the construction sites of the real world - ready to face the challenges of reality. Because they've tried it before. "The students say it's fun. Especially the fact that their master speaks directly and informally to them. They also experience how their actions have consequences, for example when they place a container incorrectly or forget to lay out road signs in the rain. There they get the feedback in the situation ", says Iver Gaarsted, Manager at Videnscenter for Håndværk og Bæredygtighed, and elaborates: "By letting the students connect tasks and experiences from inside VR, we have created a holistic course where they - albeit virtual - experiences and reflections are brought into play when faced with construction site interiors in the future." The spread of the use of XR and 3D real-time models in teaching is part of the strategy to modernize teaching throughout Denmark. With the VR course, Cadpeople and the Knowledge Center for Craft and Sustainability have created a digital learning medium… - which teaches students in the construction subjects about construction site design in 30-45 minutes. - Which allows the teaching to be based on the student's own level and thus supports e.g. weak readers. - Which can keep more students on the programs. - Which today can be used by approx. 3,000 of LearnMark's year students. - Which in time can be used by all students in the construction subjects in Denmark - corresponding to approx. 25,000 year students. - Which in the long run can be done completely independently of instructors, who can instead focus on the inclusion of weak students. Videnscenter for Håndværk og Bæredygtighed Lars Jensen Faglærer og projektudvikler Iver Gaarsted Videnscenterchef Cadpeople A/S Klaus Dørge Udvikler Claus Riekehr Møller CEO Solvej Juhl Thallaug Projektleder Category: Creative Use Of Technology https://danishdigitalaward.dk/project/videnscenter-for-haandvaerk-og-baeredygtighed-vr-byggepladsindretning/
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