Skip to main content

An Educational Strategy Based on Virtual Reality and QFD to Develop Soft Skills in Engineering Students

  • Conference paper
  • First Online:
Applied Computer Sciences in Engineering (WEA 2019)

Abstract

This work exposes an educational strategy based on gamification for the development of soft skills in engineering students, through the simulation of the process of product development based on QFD (Quality Function Deployment) in a virtual reality environment using “Second Life”. The steps carried out in this work are explained starting from the proposal design process, followed by the development of the proposal and the evaluation. Finally, the findings showed that the proposal achieved their goals; thanks to that, the virtual environment furnished conditions very close to the QFD implementation in a company, which helped to promote positive interactions among students who overcame the apathy and fear among them and finished with a positive perception of the process.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Akao, Y.: Quality Function Deployment: Integrating Customer Requirements into Product Design. Productivity Press (1990)

    Google Scholar 

  2. Çapin, T.K., Pandzic, I.S., Thalmann, D., Thalmann, D., Thalmann, N.M.: Realistic avatars and autonomous virtual humans in VLNET networked virtual environments (1998)

    Google Scholar 

  3. Chittaro, L., Ranon, R.: Web3D technologies in learning, education and training: motivations, issues, opportunities. Comput. Educ. 49(1), 3–18 (2007). https://doi.org/10.1016/j.compedu.2005.06.002

    Article  Google Scholar 

  4. Dorling, A., McCaffery, F.: The gamification of SPICE. Commun. Comput. Inf. Sci. 290 CCIS, 295–301 (2012)

    Google Scholar 

  5. Franco, C.A.: La integración de las necesidades del cliente en los productos y servicios de la empresa. Estudios Gerenciales 73, 33–42 (1999)

    Google Scholar 

  6. Gasca-Hurtado, G.P., Peña, A., Gómez-Álvarez, M.C., Plascencia-Osuna, Ó.A., Calvo-Manzano, J.A.: Realidad virtual como buena práctica para trabajo en equipo con estudiantes de ingeniería. RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao (16), 76–91 (2015). https://doi.org/10.17013/risti.16.76-91

  7. Kumar, S., Hsiao, J.K.: Engineers learn “Soft Skills the Hard Way”: planting a seed of leadership in engineering classes. Leadersh. Manag. Eng. 7(1), 18–23 (2006)

    Article  Google Scholar 

  8. Lee, J., Hammer, J.: Gamification in education: what, how, why bother? Acad. Exch. Quart. 15(2), 1–5 (2015)

    Google Scholar 

  9. Oprescu, F., Jones, C., Katsikitis, M.: I PLAY AT WORK-ten principles for transforming work processes through gamification. Front. Psychol. 5, 14 (2014). https://doi.org/10.3389/fpsyg.2014.00014

    Article  Google Scholar 

  10. Pulko, S.H., Parikh, S.: Teaching ‘Soft’ skills to engineers. Int. J. Electr. Eng. Educ. 40(4), 243–254 (2013). https://doi.org/10.7227/ijeee.40.4.2

    Article  Google Scholar 

  11. Robles, M.M.: Executive perceptions of the top 10 soft skills needed in today’s workplace. Bus. Commun. Quart. 75(4), 453–465 (2012). https://doi.org/10.1177/1080569912460400

    Article  Google Scholar 

  12. Schroeder, R.: Being There Together: Social Interaction in Virtual Environments. Oxford University Press, Oxford (2011)

    Google Scholar 

  13. Wolff, R., et al.: Communicating eye gaze across a distance without rooting participants to the spot. In: 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications, pp. 111–118. IEEE, October 2008. https://doi.org/10.1109/DS-RT.2008.28

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Camilo Mejía-Moncayo .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Pinzón-Cristancho, B., Calderón-Torres, H.A., Mejía-Moncayo, C., Rojas, A.E. (2019). An Educational Strategy Based on Virtual Reality and QFD to Develop Soft Skills in Engineering Students. In: Figueroa-García, J., Duarte-González, M., Jaramillo-Isaza, S., Orjuela-Cañon, A., Díaz-Gutierrez, Y. (eds) Applied Computer Sciences in Engineering. WEA 2019. Communications in Computer and Information Science, vol 1052. Springer, Cham. https://doi.org/10.1007/978-3-030-31019-6_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-31019-6_8

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-31018-9

  • Online ISBN: 978-3-030-31019-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics