Beh, H J; Rashidi, A; Talei, A and Lee, Y S (2022) Developing engineering students' capabilities through game-based virtual reality technology for building utility inspection. Engineering, Construction and Architectural Management, 29(7), pp. 2854-2877. ISSN 0969-9988
Abstract
Purpose: The construction site operates under a hazardous environment that requires a high level of understanding in building systems to minimise accidents. However, the current building education generally adopts paper-based learning approaches that lack hands-on experiences. Furthermore, to achieve Industrial Revolution 4.0 in line with any unforeseen pandemic, the most optimum solution is to transition from physical to technological-based building education. This paper aims to address the problems by proposing a game-based virtual reality (GBVR) for building utility inspection training. Design/methodology/approach: The feasibility of the GBVR for building the utility inspection training approach is validated on a sample of undergraduate engineering students through user experience (survey) and performance-based comparisons against traditional paper-based training method. Findings: The results show that the developed GBVR training has higher system usability in terms of visual output and knowledge retention than paper-based training due to visualisation technologies. The GBVR training method has also higher user-friendliness because of the higher motivational and engagement factors through the adoption of virtual reality and game-based learning. Research limitations/implications: GBVR training required a longer training duration and achieved a lower performance score (effectiveness) but can be improved by transitioning into hands-on tasks. This study has the potentials to be extended to vocational training platforms for competency development in the construction workforce by using cutting-edge extended reality technologies. Originality/value: This paper portrays the benefits of integrating virtual reality technology in building education to overcome the low practicality and engagement of paper-based training.
| Item Type: | Article |
|---|---|
| Uncontrolled Keywords: | capability training; engineering programme; industrialised construction; serious game; virtual reality |
| Index terms: | visualization, performance-based, industrialized construction, user experience, methodology, usability, construction site, survey, programme, virtual reality technology, vocational training, duration, building system, undergraduate, virtual reality, effectiveness, inspection, pandemic, retention, platform |
| Subjects: | project controls, quality assurance, design practice, health risk and incident analysis, management, performance measurement, research methods, performance management, professional development, digital design, work location, curriculum development, data collection methods, construction type, user-centered design, virtual reality, engineering systems |
| Topics: | Human Resources, Quality Management, Digital Applications, Design Practice, Site Management, Education, Time Control, Engineering Principles, Research Practice, Health and Safety, Construction Technology |
| Descriptive scope: | 4 PCTE |
N.B. Descriptive scope is a count of how many of the five facets of empirical research are indicated by the words used in title, abstract and keywords. It is not intended as a judgement on the research; merely a count of the kind of word we would expect to indicate Phenomenon, Concepts, Theoretical framing, Empirical techniques, Analytical techniques. If all five are present, then a code of “5 PCTEA” will indicate this. If you feel the coding for this record is questionable, we welcome discussion around the terms we matched or the way we categorized them. The facet you would expect may not be coded, or a facet may be coded inappropriately. This can also bear on a larger question, of which facets should be treated as defining in construction management research. Please get in touch, and we will look at it. More details here