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Developing engineering students' capabilities through game-based virtual reality technology for building utility inspection

Huai Jian Beh (School of Engineering, Monash University Malaysia, Bandar Sunway, Malaysia)
Ali Rashidi (Future Building Initiative, Monash University, Melbourne, Australia) (School of Engineering, Monash University Malaysia, Bandar Sunway, Malaysia)
Amin Talei (School of Engineering, Monash University Malaysia, Bandar Sunway, Malaysia)
Yee Sye Lee (School of Engineering, Monash University Malaysia, Bandar Sunway, Malaysia)

Engineering, Construction and Architectural Management

ISSN: 0969-9988

Article publication date: 5 July 2021

Issue publication date: 3 August 2022

821

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.

Keywords

Acknowledgements

This research project was funded by the 2019 MUM Learning and Teaching Research Grant with Project Code EE/LTG_05/2019/01 and final year project fund under the School of Engineering, Monash University. The authors would like to acknowledge the contributions of Associate Professor Pooria Pasbakhsh and Associate Professor Kenny Tan for their brilliant support during the DECONTECH EXPERT game-based virtual reality (VR) prototype development.

Citation

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, Vol. 29 No. 7, pp. 2854-2877. https://doi.org/10.1108/ECAM-02-2021-0174

Publisher

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Emerald Publishing Limited

Copyright © 2021, Emerald Publishing Limited

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