Affiliation:
1. Politechnika Łódzka, Instytut Architektury i Urbanistyki
Abstract
The article deals with issues in the field of increasing the degree of user involvement in the learning process, using the example of the use of virtual reality and gaming tools. The research was conducted on the example of a course for future engineers in the building sector on clash detection in Building Information Modelling. In the course, the educational content was presented through a virtual world, and it was possible to explore by an avatar controlled by students from a third-person perspective, as in computer games. This was met with an exuberant response from the students and consequently led to an increase in their involvement in performing the prepared educational tasks. The collected experience can also be used in commercial presentations of designed buildings.
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