28,762 research outputs found

    The Effects of Instructor-Avatar Immediacy in Second Life, an Immersive and Interactive 3D Virtual Environment

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    Growing interest of educational institutions in desktop 3D graphic virtual environments for hybrid and distance education prompts questions on the efficacy of such tools. Virtual worlds, such as Second Life®, enable computer-mediated immersion and interactions encompassing multimodal communication channels including audio, video, and text-. These are enriched by avatar-mediated body language and physical manipulation of the environment. In this para-physical world, instructors and students alike employ avatars to establish their social presence in a wide variety of curricular and extra-curricular contexts. As a proxy for the human body in synthetic 3D environments, an avatar represents a \u27real\u27 human computer user and incorporates default behavior patterns (e.g., autonomous gestures such as changes in body orientation or movement of hands) as well as expressive movements directly controlled by the user through keyboard \u27shortcuts.\u27 Use of headset microphones and various stereophonic effects allows users to project their speech directly from the apparent location of their avatar. In addition, personalized information displays allow users to share graphical information, including text messages and hypertext links. These \u27channels\u27 of information constituted an integrated and dynamic framework for projecting avatar \u27immediacy\u27 behaviors (including gestures, intonation, and patterns of interaction with students), that may positively or negatively affect the degree to which other observers of the virtual world perceive the user represented by the avatar as \u27socially present\u27 in the virtual world. This study contributes to the nascent research on educational implementations of Second Life in higher education. Although education researchers have investigated the impact of instructor immediacy behaviors on student perception of instructor social presence, students\u27 satisfaction, motivation, and learning, few researchers have examined the effects of immediacy behaviors in a 3D virtual environment or the effects of immediacy behaviors manifested by avatars representing instructors. The study employed a two-factor experimental design to investigate the relationship between instructor avatars\u27 immediacy behaviors (high vs. low) and students\u27 perception of instructor immediacy, instructor social presence, student avatars co-presence and learning outcomes in Second Life. The study replicates and extends aspects of an earlier study conducted by Maria Schutt, Brock S. Allen, and Mark Laumakis, including components of the experimental treatments that manipulated the frequency of various types of immediacy behaviors identified by other researchers as potentially related to perception of social presence in face-to-face and mediated instruction. Participants were 281 students enrolled in an introductory psychology course at San Diego State University who were randomly assigned to one of four groups. Each group viewed a different version of the 28-minute teaching session in Second Life on current perspective in psychology. Data were gathered from student survey responses and tests on the lesson content. Analysis of variance revealed significant differences between the treatment groups (F (3,113) = 6.5,p = .000). Students who viewed the high immediacy machinimas (Group 1 HiHi and Group 2 HiLo) rated the immediacy behaviors of the instructor-avatar more highly than those who viewed the low-immediacy machinimas (Group 3 LoHi and Group 4 LoLo). Findings also demonstrate strong correlations between students\u27 perception of instructor avatar immediacy and instructor social presence (r = .769). These outcomes in the context of a 3D virtual world are consistent with findings on instructor immediacy and social presence literature in traditional and online classes. Results relative to learning showed that all groups tested higher after viewing the treatment, with no significant differences between groups. Recommendations for current and future practice of using instructor-avatars include paralanguage behaviors such as voice quality, emotion and prosodic features and nonverbal behaviors such as proxemics and gestures, facial expression, lip synchronization and eye contact

    Observations of expert communicators in immersive virtual worlds: implications for synchronous discussion

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    With the increased interest in using Immersive Virtual Worlds (IVWs) such as Second Life to augment and amplify teaching or to develop communities of practice, the author engaged graduate students, all current K‐12 teachers, in a qualitative study to examine their attitudes about communicating for the first time in a virtual setting represented by an interactive avatar. This study sought to determine if students were able to discern degrees of expertise in other avatars by providing encounters with guests who had a significant amount of experience navigating in a virtual world. The study examined Second Life as a synchronous discussion tool for a higher education setting and finds it lacking in some respects, but is able to make recommendations about training instructors to exhibit behaviours that may inspire confidence while leading a class in such a setting

    Designing for Ballet Classes: Identifying and Mitigating Communication Challenges Between Dancers and Teachers

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    Dancer-teacher communication in a ballet class can be challenging: ballet is one of the most complex forms of movements, and learning happens through multi-faceted interactions with studio tools (mirror, barre, and floor) and the teacher. We conducted an interview-based qualitative study with seven ballet teachers and six dancers followed by an open-coded analysis to explore the communication challenges that arise while teaching and learning in the ballet studio. We identified key communication issues, including adapting to multi-level dancer expertise, transmitting and realigning development goals, providing personalized corrections and feedback, maintaining the state of flow, and communicating how to properly use tools in the environment. We discuss design implications for crafting technological interventions aimed at mitigating these communication challenges

    Can 3D gamified simulations be valid vocational training tools for persons with intellectual disability? A pilot based on a real-life situation

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    Objective: To investigate if 3D gamified simulations can be valid vocational training tools for persons with intellectual disability. Methods: A 3D gamified simulation composed by a set of training tasks for cleaning in hostelry was developed in collaboration with professionals of a real hostel and pedagogues of a special needs school. The learning objectives focus on the acquisition of vocabulary skills, work procedures, social abilities and risk prevention. Several accessibility features were developed to make the tasks easy to do from a technological point-of-view. A pilot experiment was conducted to test the pedagogical efficacy of this tool on intellectually disabled workers and students. Results: User scores in the gamified simulation follow a curve of increasing progression. When confronted with reality, they recognized the scenario and tried to reproduce what they had learned in the simulation. Finally, they were interested in the tool, they showed a strong feeling of immersion and engagement, and they reported having fun. Conclusions: On the basis of this experiment we believe that 3D gamified simulations can be efficient tools to train social and professional skills of persons with intellectual disabilities contributing thus to foster their social inclusion through work.Postprint (author's final draft

    Digital labour shortage: a new divide in library and information studies education?

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    This paper offers a preliminary reflection on the degree to which the concept of 'digital labour' appears in current library and information studies (LIS) education language, including in course titles, course descriptions, and course content. A basis for this paper was established from September 2010 to April 2011 through examination of a global range of online publicly accessible LIS program information. First stage analysis indicates that LIS education language appears to treat digital labour reductively; it fails to account for the labour conditions that frame the work. A tightening of the search examined evidence of critical teaching and learning of digital labour that allow for determinations of how the digital work environment relates to library labour rights and movements. This resulted in a scan of English language and translated information for a total of 121 individual LIS programs. Several trends emerged, which suggest that digital labour is generally, and most often out of necessity, inherently connected to other issues studied in LIS programs. A potential, yet unborn, paradigm in LIS education negates the basic notion of digital labour movement. Recommendations include research into the potential value of teaching and learning about the theory and practice of digital labour, a more sufficient and sophisticated approach to digital labour within LIS education in foundations courses, and a proposed set of possible advanced topics for teaching and learning in LIS education. Limitations of this topical exploration include what might be explained by the unknown factor of what is actually unseen from publicly accessible documents. To test the meaning of our first-stage work, future inquiry might involve interviews with teachers and looking into classroom communication of learners to see how the idea of digital labour is being addressed by them even if it is only in the most subtle manner
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