1,543 research outputs found

    Virtual world affordances for people with lifelong disability

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    "The findings from this thesis show that virtual worlds offer valuable affordances for people with lifelong disability and identify six affordances offered: communication, mobility, personalization, social inclusion, personal development, and joint activity. The study also concludes that the affordances identified may represent constraints to some people because of their disability

    Virtual worlds and people with lifelong disability : exploring the relationship with virtual self and others

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    An increasing number of people with lifelong disability are active members of virtual worlds. Through their avatars, people with disability are able to participate in social, work related and educational activities in the virtual world. The aim for this paper was to explore how people with lifelong disability experienced the relationship with their virtual self and others, applying the lens of Embodied Social Presence Theory. Based on data collected through participant observation and interviews with novice and experienced users of Second Life, our findings indicate that the relationship between humans and their avatar is strong. Further, the findings indicate that the relationship with a person?s own avatar and others in the virtual world requires time to develop and be meaningful for people with lifelong disability. The ability to create an avatar with no visible disability and to choose what to disclose about a disability, is important affordances offered by the virtual world to people with disability. This study contributes to an understanding of the potential for virtual worlds to support people with lifelong disability in engaging in leisure activities and social interactions

    Teaching and learning in virtual worlds: is it worth the effort?

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    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

    Transforming pre-service teacher curriculum: observation through a TPACK lens

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    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

    ALT-C 2010 - Conference Proceedings

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    System Characteristic or User Purpose? - A Multi-group Analysis on the Adoption of Online Shopping by Mobility Impaired and Unimpaired Users

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    Since van der Heijden (2004) it is widely accepted that hedonic and utilitarian information systems underlie different adoption mechanisms. Within this research, we compare two homogenous user groups and their adoption behaviors with respect to e-commerce websites. The groups thereby differ only in the fact that one of them consists of individuals suffering from mobility impairment. Consistent with theory in psychology and medical rehabilitation that suggests that disablement leads to an adapted evaluation of surroundings (including ICT) in terms of needs and purposes, we show by means of a multi-group structural equation analysis that concerning adoption determinants of a sys-tem, not only the mere system characteristics (utilitarian vs. hedonic) matter, but also the value that is attached to the system by the user in terms of his personal needs. The results indicate that although e-commerce websites are predominantly classified as hedonic system, the adoption of them by the mobil-ity-impaired group is predominantly determined by perceived usefulness. This leads to the discussion if user characteristics in terms of physical capabilities and the needs they imply should be attached more importance to in IS adoption research

    A review of virtual reality technologies in the field of communication disability: implications for practice and research.

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    BACKGROUND: Technology devices and applications including virtual reality (VR) are increasingly used in healthcare research and practice as tools to promote health and wellbeing. However, there is limited research examining the potential for VR to enable improved communication for people with communication disability. AIMS: To review: (a) current research using VR in speech-language pathology; and (b) the ethical and safety considerations of VR research, to inform an agenda for future research applying VR in the field of speech-language pathology. MAIN CONTRIBUTION: This review reveals that there is an emergent body of literature applying VR to improve or develop physical, psychological and communication interventions. Use of non-immersive virtual environments to provide speech-language pathology assessment or intervention for people with communication disability has demonstrated positive outcomes, with emerging evidence of the transfer of functional communication skills from virtual to real-world environments. However, the use of VR technology and immersive virtual environments in communication disability practice and research introduces safety and ethical issues that must be carefully considered. CONCLUSIONS: Research employing VR is in its infancy in the field of speech-language pathology. Early evidence from other healthcare disciplines suggests that VR is an engaging means of delivering immersive and interactive training to build functional skills that can be generalized to the real world. While the introduction of new technology requires careful consideration of research ethics and patient safety, future VR communication research could proceed safely with adequate engagement of interdisciplinary teams and technology specialists. Implications for rehabilitation Immersive virtual reality may be used in rehabilitation to simulate natural environments to practice and develop communication skills. The sense of immersion that can be achieved using virtual reality may promote the generalization of skills learnt during clinical rehabilitation to real-world situations. Ethical and safety considerations, including cybersecurity and cybersickness, must be carefully monitored during all virtual reality research

    ALT-C 2010 - Conference Introduction and Abstracts

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    A cyber campus to support students experiencing barriers accessing education

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    There are many barriers hindering access to education for some students, significantly affecting their learning experience (Cross, 1981). To mitigate the effects of such barriers, e-learning technologies are widely used. One example of this is the use of cyber campuses. These are 3D environments where students can meet and share information, and synchronously communicate and collaborate (Prasolova-Førland et al., 2006). It has been suggested that the learning experience of students using these cyber campuses is related to their perceptions of presence, awareness, communication and sociability (De Lucia et al., 2009). The educational capabilities of cyber campuses have been investigated thoroughly in the literature (Gregory et al., 2014). However, little is know about the extent to which cyber campuses can support students experiencing barriers hindering access to education. To investigate this, the SHU3DED (Sheffield Hallam University 3D Education) cyber campus was developed, and a mixture of quantitative and qualitative research was performed. A series of experimental studies were performed to i) evaluate the efficacy of SHU3DED to support online learning activities, ii) understand the barriers hindering access to Higher Education, and iii) ascertain the extent to which a cyber campus can alleviate some of these barriers and support students participate in online learning activities. The findings of this research project revealed several barriers impeding access into Higher Education, together with a set of environment characteristics that contribute to the students’ online learning experience. The findings imply that a cyber campus can be a sound social space that supports participation in online learning activities for students experiencing situational and institutional barriers accessing education. The findings provide strong indications that a cyber campus has the potential mitigate some of the barriers that challenge or exclude students from accessing education, allowing them to participate in social online learning activities. As a result of this research project, a list of suggestions for the design and arrangement of cyber campuses have also been devised
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