4 research outputs found

    Self-regulated learning in virtual worlds – an exploratory study in OpenSim

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    Computer technologies are increasingly used in education to give the student more autonomy, referred to as student centred learning. One of the assumptions often made in this situation is that students will self-regulate to ensure they achieve the intended learning outcomes. Learning in immersive environments is popular as they are engaging, entertaining and flexible. However, a potential tension exists between configuring a multi-user environment to prohibit actions that can disrupt learning and maintaining the freedom and flexibility that generates learner engagement. This research investigates the importance of student self-regulation for learning in OpenSim. The outcome suggests self-regulation is one of the most important factors needed for successful learning within OpenSim as it preserves engagement while dissuading disruptive behaviour. Moreover, the need for suitable user support is identified as key for promoting student self-regulation within OpenSim

    Immersive learning environments for delf-regulation of learning: a literature review

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    Self-regulation of learning (SRL) plays a decisive role in learning success but characterizing learning environments that facilitate development of SRL skills constitutes a great challenge. Given the growing interest in Immersive Learning Environments (ILE), we sought to understand how ILE are built with attention to SRL, via a literature review of pedagogical uses, practices and strategies with ILE that have an explicit focus on SRL. From a final corpus of 25 papers, we collected 134 extracts attesting use of ILE for SRL. We classified and mapped them using the Beck, Morgado & O’Shea framework and its three dimensions of the immersion phenomenon: system, narrative and challenge. There is a predominance of uses of ILE for SRL aligned with Challenge-based immersion: Skill Training, Collaboration, Engagement, and Interactive Manipulation and Exploration. In contrast, uses aligned with System-based immersion (Emphasis, Accessibility, Seeing the Invisible) were not identified. There were few cases of use of Narrative-based immersion. Uses combining the three dimensions of immersive had residual prevalence. We concluded that there is greater tendency in studies of SRL in ILE to enact active roles (aligned with the Challenge dimension of immersion). The low prevalence of Narrative immersion and System immersion evidence gaps in the diversity of pedagogical uses of ILE to develop SRL, which indicate opportunities for research and creation of innovative educational practices.N/

    A case study in user support for managing OpenSim based multi user learning environments

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    This research was supported by the Commonwealth Scholarship Programme (UK) and the Scottish Informatics and Computer Science Alliance (SICSA).Immersive 3D Multi User Learning Environments (MULE) have shown sufficient success to warrant their consideration as a mainstream educational paradigm. These are based on 3D Multi User Virtual Environment platforms (MUVE), and although they have been used for various innovative educational projects their complex permission systems and large numbers of functions can make their management potentially challenging. It follows that an inadequately managed MULE can be ineffective with respect to intended learning outcomes. The purpose of this research was to determine how management challenges manifest themselves and how to support educators in learning and applying MULE management skills. We utilized the popular OpenSim platform for this study. First, a survey of the need for user support (N=43) is described. Next, the design and evaluation of a guidance tool using graph topologic visualization of OpenSim functions is presented (N=211). The tool is further evaluated in the delivery of a course module. The analysis and user feedback indicated that the tool provides accurate information and helpful support for MULE management. As the final phase of the research, training environments were developed for both basic and advanced OpenSim MULE management. Evaluations of their usability and perceived educational value were carried out with participants (N=68); the outcomes suggest that training for advanced MULE management is more useful for all users, without requiring more time or effort, regardless of the degree of complexity of the MULE being designed.PostprintPeer reviewe

    Self-regulated learning in virtual worlds – an exploratory study in OpenSim

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    Computer technologies are increasingly used in education to give the student more autonomy, referred to as student centred learning. One of the assumptions often made in this situation is that students will self-regulate to ensure they achieve the intended learning outcomes. Learning in immersive environments is popular as they are engaging, entertaining and flexible.However, a potential tension exists between configuring a multi-userenvironment to prohibit actions that can disrupt learning and maintaining the freedom and flexibility that generates learner engagement. This research investigates the importance of student self-regulation for learning in OpenSim. The outcome suggests self-regulation is one of the most important factors needed for successful learning within OpenSim as it preserves engagement while dissuading disruptive behaviour. Moreover, the need for suitable user support is identified as key for promoting student self-regulation within OpenSim
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