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Article
Publication date: 15 February 2023

Sochea Khan, Kriengsak Panuwatwanich and Sasiporn Usanavasin

This paper presents a developed BIMxAR application, an integration of building information modeling (BIM) with augmented reality (AR) linked with real-time online database to…

Abstract

Purpose

This paper presents a developed BIMxAR application, an integration of building information modeling (BIM) with augmented reality (AR) linked with real-time online database to support the building facility management work. The primary aim of this research was to develop and empirically examine the applicability of a BIM-based AR (BIMxAR) application in building facility management.

Design/methodology/approach

The BIMxAR application was developed and experimented with maintenance work of a university laboratory building. The experiment consisted of a comparison of supportive maintenance tasks performed using the traditional approach and the BIMxAR approach by 38 university students. The time taken to complete each task was recorded and analyzed using statistical analyses to compare the performance between the tasks completed using each approach.

Findings

The results indicated that the group using the BIMxAR application approach completed the tasks correctly in a significantly shorter time compared to that using the traditional approach. The findings supported the applicability of the developed BIMxAR application and the improvement of the building facility management tasks when using the proposed approach.

Originality/value

This paper presents a methodological approach in developing a mobile application that integrates BIM with AR for facility management work, leveraging real-time information exchange through a cloud-based platform. The paper also provides empirical evidence that demonstrates how the integration between BIM and AR could be achieved and implemented to help facilitate building maintenance tasks.

Details

Engineering, Construction and Architectural Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 26 March 2024

Mughees Aslam, Edmund Baffoe-Twum and Sohail Malik

Lean construction (LC) is an innovative approach in the construction industry that has shown significant success in developed countries. Although LC has potential in the…

Abstract

Purpose

Lean construction (LC) is an innovative approach in the construction industry that has shown significant success in developed countries. Although LC has potential in the construction sector of Pakistan, it has not been extensively explored. This study aims to address this knowledge gap by identifying and predicting current lean practices and assessing the strengths and weaknesses of LC implementation in Pakistan.

Design/methodology/approach

Using robust statistical methods to analyze 92 valid responses, the study reveals that approximately 54% of lean practices are currently in use in the construction industry of Pakistan, with a population mean ranging from 52.7% to 55.6%.

Findings

Surprisingly, the research identifies instances where some construction firms in Pakistan are implementing LC practices, even though they have only a limited understanding of its underlying principles. Notably, certain subprinciples, such as visual management, top management commitment to change, employee training, process cycle time reduction and production optimization, are less integrated within the construction industry. Exploring the possibility of implementing LC, recommendations for strategies to implement LC in Pakistan are suggested, aligning with the conceptual model proposed by the researchers.

Originality/value

The novelty of this work offers insights that can serve as a comprehensive guide for developing nations. It provides a structured approach to assess and benchmark LC practices, which, in turn, can contribute to a more efficient and effective construction industry. Moreover, the strategies proposed in this research can aid developing countries in the efficient implementation of LC. This will have a positive implication for both economic and developmental outcomes.

Details

Engineering, Construction and Architectural Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 9 April 2024

Rita Peihua Zhang, Helen Lingard, Jack Clarke, Stefan Greuter, Lyndall Strazdins, Christine LaBond and Tinh Doan

This paper describes the development of a digital role play game (RPG) designed to help construction apprentices to better communicate with their supervisors about issues with the…

Abstract

Purpose

This paper describes the development of a digital role play game (RPG) designed to help construction apprentices to better communicate with their supervisors about issues with the potential to impact on their physical and psychological health and safety.

Design/methodology/approach

A participatory approach was adopted to utilise the knowledge and insights of the target users to inform the digital RPG development. Apprentices and supervisors were interviewed to identify characteristics of effective supervisor-apprentice communication, which became the RPG’s learning objectives. The scenarios constructed in the RPG were drawn from lived experiences shared by the apprentices in the interviews. During the development process, consultations were conducted with an advisory committee comprising of apprentices and supervisors to improve the realism of the RPG scenarios.

Findings

Three scenarios were developed for the RPG. In each scenario, players are asked to make decisions at various interaction points about how the characters should respond to the unfolding and challenging situations. Scripts were developed for the game, which were acted out and motion captured to animate digital MetaHuman characters embedded in a virtual construction site. Two example situations are introduced in this paper to illustrate the development process.

Originality/value

To our knowledge, the RPG introduced is one of the first applications of digital game-based training in the construction industry. The adoption of a participatory design approach ensures that the game content relates to real-world experiences. The digital RPG is highly interactive and engaging in nature and presents a novel approach to developing “soft” skills in construction.

Details

Engineering, Construction and Architectural Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 23 August 2023

Wei Du, Samad M.E. Sepasgozar, Ayaz Khan, Sara Shirowzhan and Juan Garzon Romero

This study aims to develop a novel theoretical model for predicting the users’ intention to use virtual tools designed for construction risk evaluation. Risk evaluation is a vital…

Abstract

Purpose

This study aims to develop a novel theoretical model for predicting the users’ intention to use virtual tools designed for construction risk evaluation. Risk evaluation is a vital objective for construction managers. This paper intends to examine critical factors such as potential benefits, motivation, performance expectancy and rich sources of information that may affect users’ intention to use virtual technology.

Design/methodology/approach

A pile training module (PTM) was developed in a virtual environment to analyze the proposed virtual reality-technology acceptance model (VR-TAM) factors. Further, a questionnaire survey was conducted with the participation of 102 construction professionals in China to validate the proposed VR-TAM model and PTM tool. The retrieved data was computed to test the proposed model by using partial least squares structural equation modeling and the significance of the PTM tool in a virtual environment.

Findings

The results of this study reveal that high-significance paths represent five relationships between crucial factors affecting users’ intention to use a selected virtual reality (VR) module. Five of seven hypothesis paths were significant with acceptable t-values. By quantitative measurement of high-significance paths, this research has found that each factor under VR-TAM has received significant loadings, with many above the 0.7 threshold mark and others around 0.6. The top factors include “motivation” and “benefits” and have multiplier effects on “intention to use” as the source factors.

Practical implications

The finding of this study presents crucial factors for VR adoption, and the proposed VR-TAM model contributes to the body of knowledge toward managing construction risk using pre-optimization and understanding in a virtual environment. This study supports Chinese construction company managers in effectively using VR technology in their construction projects for risk assessment and management.

Originality/value

This study offered the development of a novel VR-TAM integrated with risk assessment techniques for piling processes. Further, the developed model was analyzed by using a survey of Chinese construction professionals to collect perceptions about the modified theoretical model of VR-TAM.

Article
Publication date: 3 November 2023

Kavya Jain and Ganesh Devkar

Set-based design (SBD) is a lean tool widely adopted for improving design processes and providing value maximization to clients. The purpose of this paper is to present the…

Abstract

Purpose

Set-based design (SBD) is a lean tool widely adopted for improving design processes and providing value maximization to clients. The purpose of this paper is to present the development and testing of a lean simulation game that incorporated point-based and SBD principles. The objective of the game was to enhance learning of lean design management among construction students.

Design/methodology/approach

After a thorough and comprehensive literature review consisting of secondary data in journal papers, books, thesis references and primary data in the form of interviews with lean practitioners, the simulation game prototype was developed. The testing of the game was carried out with a study group. Data were collected during the gameplay with the help of a questionnaire survey on a confidence scale and Likert scale and assessed using the Wilcoxon signed-rank test, histogram, one-sample t-test and false discovery rate (Benjamini–Hochberg) correction method.

Findings

The data collected both pre- and post-simulation showed an increase in average confidence in understanding from 3.33 to 3.89, a 16.7% rise. The data was further interpreted by using Wilcoxon signed-rank test, indicating that the post-simulation learning experience was significantly better than the pre-simulation one. Promising positive results were obtained for the questions on game design, engagement and understanding of point-based design and SBD concepts.

Originality/value

The simulation game helps bridge the gap between knowledge building and real-life by effectively imitating the process. The game facilitates a dynamic and critical approach toward developing new educational simulation games and their successful incorporation in propagating lean principles in the construction industry.

Details

Construction Innovation , vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1471-4175

Keywords

Article
Publication date: 18 March 2024

Ding Liu and Chenglin Li

Safety training can effectively facilitate workers’ safety awareness and prevent injuries and fatalities on construction sites. Traditional training methods are time-consuming…

Abstract

Purpose

Safety training can effectively facilitate workers’ safety awareness and prevent injuries and fatalities on construction sites. Traditional training methods are time-consuming, low participation, and less interaction, which is not suitable for students who are born in Generation Z (Gen Z) and expect to be positively engaged in the learning process. With the characteristic of immersive, interaction, and imagination, virtual reality (VR) has become a promising training method. The purpose of this study is to explore Gen Z students’ learning differences under VR and traditional conditions and determine whether VR technology is more suitable for Gen Z students.

Design/methodology/approach

This paper designed a comparison experiment that includes three training conditions: VR-based, classroom lecturing, and on-site practice. 32 sophomore students were divided into four groups and received different training methods. The eye movement data and hazard-identification index (HII) scores from four groups were collected to measure their hazard-identification ability. The differences between the participants before and after the test were tested by paired sample t-test, and the differences between the groups after the test were analyzed by one-way Welch’s analysis of variance (ANOVA) test.

Findings

The statistical findings showed that participants under VR technology condition spent less time finding and arriving at the Areas of Interest (AOIs). Both the eye movement data and HII scores indicated that VR-based safety training is an alternative approach for Gen Z students to traditional safety training methods.

Originality/value

These findings contribute to the theoretical implications by proving the applicability of VR technology to Gen Z students and empirical implications by guiding colleges and universities to design attractive safety training lessons.

Details

Engineering, Construction and Architectural Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 10 July 2023

Fátima Monteiro and Armando Sousa

The purpose of the article is to develop an innovative pedagogic tool: an escape room board game to be played in-class, targeting an introduction to an ethics course for…

Abstract

Purpose

The purpose of the article is to develop an innovative pedagogic tool: an escape room board game to be played in-class, targeting an introduction to an ethics course for engineering students. The design is student-centred and aims to increase students' appreciation, commitment and motivation to learning ethics, a challenging endeavour for many technological students.

Design/methodology/approach

The methodology included the design, development and in-class application of the mentioned game. After application, perception data from students were collected with pre- and post-action questionnaire, using a quasi-experimental method.

Findings

The results allow to conclude that the developed game persuaded students be in class in an active way. The game mobilizes body and mind to the learning process with many associated advantages to foster students' motivation, curiosity, interest, commitment and the need for individual reflection after information search.

Research limitations/implications

The main limitation of the game is its applicability to large classes (it has been successfully tested with a maximum of 65 students playing simultaneously in the same room).

Originality/value

The originalities and contributions include the presented game that helped to captivate students to ethics area, a serious problem felt by educators and researchers in this area. This study will be useful to educators of ethics in engineering and will motivate to design tools for a similar pedagogical approach, even more so in areas where students are not especially motivated. The developed tool is available from the authors at no expense.

Details

Journal of Applied Research in Higher Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2050-7003

Keywords

Article
Publication date: 23 January 2023

Agana Parameswaran and K.A.T.O. Ranadewa

The lack of knowledge has hindered the successful implementation of lean in the construction industry. This has alarmed the need for lean learning practices. Out of numerous…

Abstract

Purpose

The lack of knowledge has hindered the successful implementation of lean in the construction industry. This has alarmed the need for lean learning practices. Out of numerous models, the learning-to-learn sand cone model received a wider acknowledgment for learning practices. Thus, this study aims to propose a learning-to-learn sand cone model integrated lean learning framework for the construction industry.

Design/methodology/approach

The research adopted an interpretivism stance. A qualitative research approach was adopted for the study. Consequently, fifteen (15) semi-structured interviews and document reviews were carried out to collect data in three (3) cases selected through purposive sampling. Code-based content analysis was used to analyse the data.

Findings

Fifty-two (52) sub-activities pertaining to nine lean learners at each stage of the lean learning procedure were identified. The most significant practices in the lean learning procedure to continuously improve lean learning in the organisation were maintaining records, providing a performance update to senior management and preparing and distributing several hierarchical manuals for all levels of staff to aid in the implementation of lean approaches.

Originality/value

The findings of the research can be aided to successfully implement lean by following the identified sub-activities via various parties within the organisation. The proposed lean learning framework opens several research areas on lean learning in the construction industry. This is the first research to uncover a lean learning framework in the construction industry rather than at the educational institute level.

Details

Smart and Sustainable Built Environment, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2046-6099

Keywords

Open Access
Article
Publication date: 8 August 2023

Julie Junaštíková

Self-regulation is the level of learning where the learner becomes an active agent in their learning process in terms of activity and aspects of motivation and metacognition. The…

1962

Abstract

Purpose

Self-regulation is the level of learning where the learner becomes an active agent in their learning process in terms of activity and aspects of motivation and metacognition. The current paper mostly deals with the metacognitive aspect. The purpose of this study is to gain insight into self-regulation of learning in the context of modern technology in higher education. This study also aims to highlight the direction, tendencies and trends toward which self-regulation of learning is moving in relation to modern technologies.

Design/methodology/approach

The review study was compiled via searches in three databases: Scopus, Web of Science and ERIC. A filter was used to search for empirical studies solely in English, published over the past decade on the topics of self-regulation of learning and technology in higher education.

Findings

The findings clearly show a correlation between self-regulation of learning and modern technology, especially after a significant event such as the Covid-19 pandemic. However, in the wake of this change, the field of education has seen the emergence of methods and new platforms that can provide support for the development of self-regulated learning strategies.

Originality/value

The originality of the study lies in the fact that it focuses on the link between self-regulation of learning and modern technologies in higher education, including some predictions of the future direction of self-regulation of learning in this context.

Details

Interactive Technology and Smart Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 25 July 2023

Wagdi Rashad Ali Bin-Hady, Abdu Al-Kadi, Abduljalil Hazaea and Jamal Kaid Mohammed Ali

The proliferation of ChatGPT, as in many other digital technologies and social media, has increasingly impacted many aspects of modern life, including second and foreign language…

2389

Abstract

Purpose

The proliferation of ChatGPT, as in many other digital technologies and social media, has increasingly impacted many aspects of modern life, including second and foreign language education. This study, building on a common theoretical position of all these advances in Artificial intelligence (AI), seeks to establish a model for ChatGPT research on English language learning. It specifically explores the dimensions in which ChatGPT aids students in their English language learning.

Design/methodology/approach

The study adopts grounded theory in collecting and analyzing data from 20 ResearchGater (RG) through a two-week RG discussion about ChatGPT uses in their language learning contexts. Data collected via the discussion was analyzed thematically.

Findings

Preliminary findings show that ChatGPT can be used in developing learners' language skills; scaffolding the learning process by providing feedback to students on their language use and acting as partners in practicing language with recommended activities for more language practice.

Originality/value

The study contributes a five-dimension model for artificial intelligence assisted language learning (AIALL). The model involves flexible teacher's role to consolidate learner autonomy and provide enjoyable learning, urges future innovation, and celebrates various applications. Examining the AIALL model of ChatGPT for language learning, teachers should provide some directions for properly using this new application.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

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