4 research outputs found

    The Taxonomy of Goal-oriented Actions in Virtual Training Environments

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    With the shift of training scenarios to virtual worlds and assessment being an inevitable part of any teaching and learning process, we require sophisticated assessment methods to analyze action-sequences of learners according to reference solutions defined by experts and provide automated formative feedback. We propose the ‘Action-based Learning Assessment Method’ (ALAM) using an action taxonomy to classify recognized actions performed by the user in the virtual world. Most of these taxonomies were developed to model the behavior and performance of users. Yet, current taxonomies of human actions were developed based on need in specific research, still lacking a general taxonomy. The taxonomy of goal-oriented actions in virtual training environments was developed to overcome this problem and will be discussed in this paper

    Taxonomy of Human Actions for Action-based Learning Assessment in Virtual Training Environments

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    This design research project developed and validated a taxonomy of human actions to be used in action-based learning assessment. The taxonomy, titled ‘BEHAVE,’ was shown to have both internal and external validity and allows actions performed by learners, for example in digital performance spaces, to be formally represented with consistency and to be compared with expert reference actions, to generate automated post-performance formative feedback

    Designing an engaging learning universe for situated interactions in virtual environments

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    A thesis submitted to the University of Bedfordshire, in partial fulfilment of the requirements for the degree of Doctor of Philosophy (PhD)Studies related to the Virtual Learning approach are conducted almost exclusively in Distance Learning contexts, and focus on the development of frameworks or taxonomies that classify the different ways of teaching and learning. Researchers may be dealing with the topic of interactivity (avatars and immersion are key components), yet they do so they mainly focusing on the interactions that take place within the virtual world. It is the virtual world that consists the primary medium for communication and interplay. However, the lines are hard to be drawn when it comes to examining and taxonomising the impact of interactions on motivation and engagement as a synergy of learners’ concurrent presence. This study covers this gap and sheds light on this lack—or, at least, inadequacy—of literature and research on the interactions that take place both in the physical and the virtual environment at the same time. In addition, it explores the impact of the instructional design decisions on increasing the learners’ incentives for interplay when trying to make sense of the virtual world, thus leading them to attain higher levels of engagement. To evaluate the potential of interactions holistically and not just unilaterally, a series of experiments were conducted in the context of different Hybrid Virtual Learning units, with the participation of Computer Science & Technology students. One of the goals was to examine the learners’ thoughts and preconceptions regarding the use of virtual worlds as an educational tool. Then, during the practical sessions, the focus was placed on monitoring students’ actions and interactions in both the physical and the virtual environment. Consequently, students were asked as a feedback to report their overall opinion on these actions and interactions undertaken. The study draws a new research direction, beyond the idea of immersion and the development of subject-specific educational interventions. The conclusions provide suggestions and guidelines to educators and instructional designers who wish to offer interactive and engaging learning activities to their students, as well as a taxonomy of the different types of interactions that take place in Hybrid Virtual Learning contexts
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