DIGITAL LIBRARY
DESIGN AND CREATION OF DIGITAL ENVIRONMENTS TO FAVOR EDUCATIONAL PROCESSES IN THE 4.0 CLASSROOM
Instituto Politécnico Nacional-Centro de Estudios Científicos y Tecnológicos #2 "Miguel Bernard" (MEXICO)
About this paper:
Appears in: ICERI2022 Proceedings
Publication year: 2022
Page: 6203 (abstract only)
ISBN: 978-84-09-45476-1
ISSN: 2340-1095
doi: 10.21125/iceri.2022.1530
Conference name: 15th annual International Conference of Education, Research and Innovation
Dates: 7-9 November, 2022
Location: Seville, Spain
Abstract:
This research was applied to students of the upper secondary level of the specialty of digital graphic design with an age range of 16 to 18 years, with the aim of comparing traditional classroom learning with 4.0 education based on innovation and technological development as a tool to acquire meaningful learning, implementing real environments as a communication engine and learning vehicle. Taking into account the implications that SARS-COV2 (COVID-19) caused in the development of face-to-face classes, the magazine project with virtual environments made up of 3D animations, RA (augmented reality) and 360 videos, helped students to understand the topic of "Foraminifera" in the distance modality, thanks to the fact that the magazine was managed digitally, facilitating its dissemination. For the realization of 3D animations and three-dimensional models, the Cinema 4D and Unity software was used, the latter focused on the realization of mobile applications (app) allowing access to three-dimensional models with augmented reality, supporting the construction of interactive videos.

To measure student learning and verify the relevance of the magazine, a questionnaire focused on measuring learning was developed, for which two classes were held, showing two groups of students from the school at the upper secondary level. To group A, the subject was exposed in a class in a traditional way with the support of a power point presentation. To group B it was exposed with the help of the didactic material that was made as the final product of the project. At the end of each of the presentations, students were given a 10-question questionnaire related to the topic. This served to know the retention of the knowledge acquired by the students who took the classes. The results showed a greater number of correct answers by group B, which was exposed with the help of the didactic material: magazine of virtual environments.

This result showed a favorable increase, making it clear that both the understanding and the retention of the topic were greater with the use of virtual environments. The results obtained showed the importance of implementation of digital and interactive teaching material in support of meaningful learning
A satisfaction survey was also applied to experimental group B, with the aim of knowing the user experience that the students had during the interaction with the magazine; showing positive results.

The results obtained showed the importance of the implementation of digital and interactive teaching material in support of meaningful learning.
Keywords:
Design, digital environments, 4.0 classroom, educational processes.