480 research outputs found

    Thriving in a colder and more challenging climate

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    Hawkridge, D., Ng, K., & Verjans, S. (Eds.) (2011). Thriving in a colder and more challenging climate. The 18th annual conference of the Association for Learning Technology (ALT-C 2011). September, 6-8, 2011, University of Leeds, England, UK. URI:http://repository.alt.ac.uk/2159Here are the proceedings of the 2011 ALT Conference ‘‘Thriving in a colder and more challenging climate’’. Proceedings papers report on a piece of research, possibly in its early stages, or they can be ‘‘thoughtpieces’’ which state a point of view or summarise an area of work, perhaps giving new insights. The conference has six themes: . Research and rigour: creating, marshalling and making effective use of evidence . Making things happen: systematic design, planning and implementation . Broad tents and strange bedfellows: collaborating, scavenging and sharing to increase value . At the sharp end: enabling organisations and their managers to solve business, pedagogic and technical challenges . Teachers of the future: understanding and influencing the future role and practices of teachers . Preparing for a thaw: looking ahead to a time beyond the disruptive discontinuities of the next few years. Interestingly, there were very few proposals for the conference as a whole against the sixth theme: and no proceedings papers. Perhaps the thaw is still perceived as being too far away to warrant any preparation yet!Association for learning technolog

    Cultivating 21st century competencies in a virtual worlds learning environment

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    Education reforms in recent years have pressured schools to show achievement results through testing and conformity to standards. Problems of low student engagement in the current test-heavy environment have been a serious barrier to learning in schools across the United States, especially in low socioeconomic areas. After years of unsuccessful testing programs, educators and researchers are calling for approaches that enhance student engagement and foster the 21st century competencies that students need to succeed. Researchers have found that engagement, 21st century competencies, and learning can be enhanced using virtual worlds approaches (Arici, 2008; Barab, Dodge, & Ingram-Goble, 2006; Dede, Nelson, Ketelhut, Clarke, & Bowman, 2004; Klopfer, Osterweil, &Salen, 2009; Ludgate, 2008). Research in learning supports socialization and situated experiences in which content is learned in a meaningful, active context such as is provided by virtual worlds (Brown, Collins, & Duguid, 1989; Gee, 2003; Lave & Wenger, 1991). This mixed-methods study used existing quantitative student data from the Quest Atlantis Project at Indiana University, and qualitative survey data from trained teachers experienced with the Quest Atlantis virtual worlds learning environment. Research questions addressed teacher observations of 21st century competencies, the degree that students were engaged with Quest Atlantis, and looked for other benefits seen by teachers. Findings showed (a) Quest Atlantis fosters 21st century competencies as reported by teachers; (b) Quest Atlantis is highly engaging for students; and (c) Academic content learned in Quest Atlantis transfers to traditional testing formats. Future research is recommended to examine why teachers in this study reported relatively lower levels of student creativity. Additionally, because students of low socioeconomic status showed equal or better results in 21st century competencies, further study of socioeconomic variables relating to learning in virtual worlds is recommended. The National Education Technology Plan (2010) recommends fostering 21st century competencies and new learning approaches such as virtual worlds, games, and other interactive technologies. Continued study of virtual worlds holds potential for innovative solutions for improving student engagement and learning in America\u27s classrooms

    Innovative Learning Environments in STEM Higher Education

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    As explored in this open access book, higher education in STEM fields is influenced by many factors, including education research, government and school policies, financial considerations, technology limitations, and acceptance of innovations by faculty and students. In 2018, Drs. Ryoo and Winkelmann explored the opportunities, challenges, and future research initiatives of innovative learning environments (ILEs) in higher education STEM disciplines in their pioneering project: eXploring the Future of Innovative Learning Environments (X-FILEs). Workshop participants evaluated four main ILE categories: personalized and adaptive learning, multimodal learning formats, cross/extended reality (XR), and artificial intelligence (AI) and machine learning (ML). This open access book gathers the perspectives expressed during the X-FILEs workshop and its follow-up activities. It is designed to help inform education policy makers, researchers, developers, and practitioners about the adoption and implementation of ILEs in higher education

    Behaviour-based identification of student communities in virtual worlds

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    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)

    SAPS and Digital Games: Improving Mathematics Transfer and Attitudes in Schools

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    Many suggest that digital games are a way to address problems with schools, yet research on their ability to promote problem solving, critical thinking, and twenty-first century skill sets appears to be mixed. In this chapter, I suggest that the problem lies not with digital games, but with our conceptualization of what it means to promote problem solving and critical thinking, and how transfer of such skills works in general and, specifically, with games. The power of digital games lies not in some magical power of the medium, but from embedded theories (e.g., situated learning and problem-centered instruction) and from good instructional design (the principles of learning and teaching to which all good instruction must adhere). This chapter describes situated, authentic problem solving (SAPS): a model to explain how digital games can promote transfer and improve attitudes toward mathematics. By examining research on the instructional practices (situated learning) and outcomes (transfer, problem solving, attitudes) that lie at the heart of SAPS, we can chart a path forward for best practices of digital games in mathematics education

    An Investigation of Special Education Teachers\u27 Perceptions of the Effectiveness of a Systematic 7-Step Virtual Worlds Teacher Training Workshop for Increasing Social Skills

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    This study describes how a systematic 7-Step Virtual Worlds Teacher Training Workshop promoting inquiry, experiential learning, and sociocultural theory guided the enculturation of 18 special education teachers into three-dimensional virtual worlds. The main purpose was to enable these teachers to make informed decisions about the usability of virtual worlds for students with social skills challenges, such as students with autism. Mixed-methods data analysis and triangulation were based on the analysis of seven instruments. Six of the seven steps of the intervention received high ratings indicating its viability for teachers\u27 professional development opportunitie

    Personality, presence, and the virtual self: A five-factor model approach to behavioral analysis within a virtual environment

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    For several decades, researchers have explored the existence of the virtual self, or digital embodiment of self found within an avatar. It was surmised that this new component of one’s overall identity not only existed in conjunction with the public and private persona, but was replete with the necessary physical and psychological characteristics that facilitate a broad range of cognitive, cultural, and socio-emotional outcomes found within a virtual environment (e.g., Second Life, World of Warcraft). However, little is known with regard to whether these characteristics do indeed impact behavioral outcomes. For this reason, this study employed an observational assessment method to explore the virtual self as more than a set of characteristics attributed to an avatar, but rather as a relationship between personality (i.e., individual and avatar) and actualized behavior exhibited within a virtual environment. Further, presence measures were introduced to better understand whether feelings of immersion impact this relationship. Results indicated a burgeoning virtual self, linking personality with behavior along the domain of agreeableness. In other words, behavior is not solely the product of the environment but also is influenced by participant predispositions. Findings also suggest that the construct presence may now need to incorporate variables that account for this virtual self. Implications for educators, instructional designers, and psychologists are discussed
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