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Somik Biswas

Publications and source records attributed to Somik Biswas.

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Post-Lecture Interactive Environments for Conceptual Learning: A Randomized Comparison of Mixed Reality and Tangible Instruction in Undergraduate STEM Education

Developing conceptual understanding in engineering requires learners to connect spatial reasoning with abstract representations, yet lecture-based instruction often provides limited support for this process. Interactive learning environments, including mixed reality (MR) and tangible tools, may help students revisit difficult concepts through action, feedback, and visible system response. This pilot randomized study compared two post-lecture interventions, an immersive MR application and a tangible Engineering Toolkit, with lecture-only instruction in undergraduate solid mechanics. Twenty-four participants completed a baseline assessment, a common lecture, and a post-instruction knowledge test; participants in the interactive conditions also completed usability and learner-experience measures. Learning outcomes were analyzed using ANCOVA with baseline knowledge as a covariate and were supported by normalized learning gains. Instructional modality had a significant effect on post-test performance, $F(2, 20) = 3.60$, $p = .048$, partial $\eta^2 = .263$. Both interactive conditions outperformed lecture-only instruction in planned contrasts. MR showed the highest normalized learning gain ($g = .57$), whereas the tangible toolkit showed higher usability and learner confidence. In the MR condition, virtual reality sickness symptoms measured via the Virtual Reality Sickness Questionnaire remained low before and after the intervention, suggesting that the MR application was well-tolerated by participants. These results suggest that post-lecture interactive environments may support immediate conceptual learning while offering different modality-specific strengths that require larger, time-matched follow-up studies.

cs.HC

Visualizing Engineering Fundamentals: Design of Mixed Reality and Physical Toolkits for Effective Learning

This study examined students' experiences with mixed-reality applications and physical toolkits in Engineering Mechanics to inform design guidelines for educational tools. In a user study with 24 participants, we compared classroom instruction alone, classroom instruction with a mixed-reality application, and classroom instruction with physical toolkits. Thematic analysis of participant feedback revealed that learners' workflows and engagement with fundamental mechanics problems varied across instructional modalities. Participants valued multimodal and interactive experiences that combined visualization with hands-on interaction, while reporting challenges with complex or unclear visualizations. These insights support the human-centered design of mixed-reality and physical tools for engineering education.

cs.HC