Photogrammetry: Measuring Student Success Using Interactive 3D Digital Learning Objects

dc.contributor.advisorSummers, Kathryn
dc.contributor.authorMerino, David
dc.contributor.departmentUniversity of Baltimore. Division of Science, Information Arts, and Technologies.en_US
dc.contributor.programUniversity of Baltimore. Master of Science in Interaction Design and Information Architecture.en_US
dc.date.accessioned2021-05-20T12:57:57Z
dc.date.available2021-05-20T12:57:57Z
dc.date.issued2021-05-17
dc.descriptionM.S. -- University of Baltimore, 2021
dc.descriptionThesis submitted to the Yale Gordon College of Arts and Sciences of the University of Baltimore in partial fulfillment of the requirements for the degree of Master of Science in Interaction Design and Information Architecture
dc.description.abstractThis thesis study examined the learning effect of an interactive learning object in the form of a digital 3D model by analyzing student grades on a technical competency exam across different methods of instruction, including in-person face-to-face instruction and hybrid learning at the undergraduate university level. This study aimed to evaluate the effectiveness of a 3D model in solving 1) access to limited resources because of protocols during the COVID-19 pandemic, and 2), the persistent issue with courses that use highly technical equipment, which is the lack of student access to that equipment because of the high cost and scarcity of tools. The results from evaluating technical competency average exam grades across three semesters using Analysis of Variance (ANOVA) show that there was a statistically significant grade average difference between the three semesters, F(2, 85) = 3.5, p = .03. When comparing grades for the face-to-face semesters to the hybrid semester, the grade data shows an overall positive learning effect for the students who used the 3D model. Although there was only one statistically significant comparison when using t-tests--the Fall 2019 and the Spring 2020 Hybrid semesters--the grades show that the students who had access to 3D models were able to perform similarly, if not better than, the students who did not have access to the model but had significantly more in-person training. This study introduces the process of 3D model creation, Photogrammetry, and its integration into a Learning Management System. This study also discusses the neuroscience of digital interaction with a 3D model and the implications for remote and hybrid learning, instructional design, and educational emerging technologies.en_US
dc.format.extent75 leavesen_US
dc.format.mimetypeapplication/pdf
dc.genrethesesen_US
dc.identifierdoi:10.13016/m2lwjc-ekkz
dc.identifier.otherUB_2021_Merino_D
dc.identifier.urihttp://hdl.handle.net/11603/21572
dc.language.isoen_USen_US
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 United States*
dc.rightsThis item may be protected under Title 17 of the U.S. Copyright Law. It is made available by the University of Baltimore for non-commercial research and educational purposes.
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/us/*
dc.subjectlearning effecten_US
dc.subjectinteractive learning objecten_US
dc.subject3D modelen_US
dc.subjectstudent gradesen_US
dc.subjectface-to-faceen_US
dc.subjecthybrid learningen_US
dc.subjectCOVID-19en_US
dc.subjectphotogrammetryen_US
dc.subjecteducational emerging technologiesen_US
dc.titlePhotogrammetry: Measuring Student Success Using Interactive 3D Digital Learning Objectsen_US
dc.typeTexten_US

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