36,830 research outputs found
Behaviour-based identification of student communities in virtual worlds
VirtualWorlds (VW) have gained popularity in the last years in domains like training or education mainly due to their highly immersive and interactive 3D characteristics. In these platforms, the user (represented by an avatar) can move and interact in an artificial world with a high degree of freedom. They can talk, chat, build and design objects, program and compile their own developed programs, or move (flying, teleporting, walking or running) to different parts of the world. Although these environments provide an interesting working place for students and educators, VW platforms (such as OpenCobalt or OpenSim amongst others) rarely provide mechanisms to facilitate the automatic (or semi-automatic) behaviour analysis of users interactions. Using a VW platform called VirtUAM, the information extracted from different experiments are used to analyse and define students communities based on their behaviour. To define the individual student behaviour, different characteristics are extracted from the system, such as the avatar position (in form of GPS coordinates) and the set of actions (interactions) performed by students within the VW. Later this information is used to automatically detect behavioural patterns. This paper shows how this information can be used to group students in different communities based on their behaviour. Experimental results show how community identification can be successfully perform using K-Means algorithm and Normalized Compression Distance. Resulting communities contains users working in near places or with similar behaviours inside the virtual world.This work has been funded by the Spanish Ministry of Science and Innovation
under the project ABANT (TIN2010-19872/TSI)
Which way is up? Space and place in virtual learning environments for design
The role of ‘place’ in design education is essential in providing a structured learning experience that can be trusted and which allows dynamic social connections to emerge in the development of reflective practice. With increasing demand for distance and online learning resources, this paper considers how such a sense of place can be arrived at using ‘virtual architecture’. Analogies with physical architectural space – for example ‘homes’, ‘forums’, ‘studios’, ‘libraries’ can be useful, but in many ways the opportunities for design learning in virtual architecture go far beyond what is possible with physical architecture. We describe how the virtual architecture of an Open University course in Design Thinking has consciously tried to create place rather than space, in crafting an environment with intrinsic learning opportunities, and the benefits this has brought to students studying the course
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Ethnography, education and on-line research
This paper is an attempt to establish the methodological basis for carrying out ethnographies of online education communities, in particular in the Continuing Professional Development VITAL project co-ordinated by the Faculty of Education and Language Studies at The Open University www.vital.ac.uk/
A much shorter earlier draft version of this paper was given at the Qualitative Research For Web 2.0/3.0: The Next Leap! 25 & 26 March 2010 in Berlin. Organised by Merlien.
The arguments and references in this paper are almost all to be found in two books 'one authored and one edited – by Professor Christine Hine of Surrey University, UK (Hine 2000; Hine 2005)
Transforming pre-service teacher curriculum: observation through a TPACK lens
This paper will discuss an international online collaborative learning experience through the lens of the Technological Pedagogical Content Knowledge (TPACK) framework. The teacher knowledge required to effectively provide transformative learning experiences for 21st century learners in a digital world is complex, situated and changing. The discussion looks beyond the opportunity for knowledge development of content, pedagogy and technology as components of TPACK towards the interaction between those three components. Implications for practice are also discussed. In today’s technology infused classrooms it is within the realms of teacher educators, practising teaching and pre-service teachers explore and address effective practices using technology to enhance learning
Teaching and learning in virtual worlds: is it worth the effort?
Educators have been quick to spot the enormous potential afforded by virtual worlds for situated and authentic learning, practising tasks with potentially serious consequences in the real world and for bringing geographically dispersed faculty and students together in the same space (Gee, 2007; Johnson and Levine, 2008). Though this potential has largely been realised, it generally isn’t without cost in terms of lack of institutional buy-in, steep learning curves for all participants, and lack of a sound theoretical framework to
support learning activities (Campbell, 2009; Cheal, 2007; Kluge & Riley, 2008). This symposium will explore the affordances and issues associated with teaching and learning in virtual worlds, all the time considering the
question: is it worth the effort
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A literature review of the use of Web 2.0 tools in Higher Education
This review focuses on the use of Web 2.0 tools in Higher Education. It provides a synthesis of the research literature in the field and a series of illustrative examples of how these tools are being used in learning and teaching. It draws out the perceived benefits that these new technologies appear to offer, and highlights some of the challenges and issues surrounding their use. The review forms the basis for a HE Academy funded project, ‘Peals in the Cloud’, which is exploring how Web 2.0 tools can be used to support evidence-based practices in learning and teaching. The project has also produced two in-depth case studies, which are reported elsewhere (Galley et al., 2010, Alevizou et al., 2010). The case studies focus on evaluation of a recently developed site for learning and teaching, Cloudworks, which harnesses Web 2.0 functionality to facilitate the sharing and discussion of educational practice. The case studies aim to explore to what extent the Web 2.0 affordances of the site are successfully promoting the sharing of ideas, as well as scholarly reflections, on learning and teaching
Identity, citizenship, and moral constructs from the virtual self
Many young people now access digital networks that include individuals very unlike them who promote different cultural, religious and ethical value systems and behaviour. Such value systems can create conflicts of expectation for young people seeking to resolve their relationship to a national citizenship in a pluralistic society, especially if they are experiencing adolescent uncertainties or a growing awareness of social inequalities. The emergence of trans-national political structures and their differing value systems, together with the rise of international tensions, have increased uncertainty about the nature of identity and entitlement to a national citizenship. This paper describes the ongoing Citizens project study of identity development in young people, using real-world scenarios to discover the values that underpin their engagement with this wider range of religious and cultural value systems and to explore personal identity, political issues and citizenship
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What would learning in an open world look like? A vision for the future
The pace of current technological advancement is phenomenal. In the last few years we have seen the emergence of ever more sophisticated gaming technologies, rich, immersive virtual worlds and new social networking services that enable learners and teachers to connect and communicate in new ways. The pace of change looks set to continue as annual Horizon reports testify (http://www.nmc.org/horizon). Clearly new technologies offer much in an educational context, with the promise of flexible, personalised and student-centred learning. Indeed research over the past few years, looking at learners' use of technologies, has given us a rich picture of how learners of all ages are appropriating new tools within their own context, mixing different applications for finding/managing information and for communicating with others (Sharpe and Beetham, forthcoming)
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