234,378 research outputs found

    Problem-based learning spanning real and virtual words: a case study in Second Life

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    There is a growing use of immersive virtual environments for educational purposes. However, much of this activity is not yet documented in the public domain, or is descriptive rather than analytical. This paper presents a case study in which university students were tasked with building an interactive learning experience using Second Life as a platform. Both problem‐based learning and constructionism acted as framing pedagogies for the task, with students working in teams to design and build a learning experience which could potentially meet the needs of a real client in innovative ways which might not be possible in real life. A process account of the experience is provided, which examines how the pedagogies and contexts (real and virtual) influence and enhance each other. The use of a virtual environment, combined with problem‐based learning and constructionism, subtly changed the nature of the instructor–student relationship, allowed students to explore ‘problematic problems’ in a motivating and relevant manner, provided students with greater ownership over their work, and allowed problems to be set which were flexible, but at the same time allowed for ease of assessment

    Forensic Science Course Student Efficacy, Task Value, and Sense of Community: Comparing Traditional and Virtual Classroom Designs

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    Student enrollment in undergraduate online education continues in an increasing trend toward the creation of new virtual degree programs. Academia and university faculty have observed comparable learning outcomes in both traditional and online classrooms, but minimal research exists discussing student perspectives of science-based coursework in these two learning environments. A specific discipline within scientific programs which continues to demand student interest is Forensic Science degree programs. Forensic Science coursework requires tangible application of content learning in addition to confidence in task completion. Forensic Science also necessitates a sense of connectedness amongst a team of individuals, as peer collaboration and discovery are essential. Therefore, developing an understanding of student self-efficacy, task value, and sense of community in Forensic Science classrooms is essential to promoting effective degree programs in both the traditional and online classrooms. This quasi-experimental nonequivalent group design research study sought to examine these variables within a Forensic Science Criminal Investigation course in a large, private university within comparable classrooms in the traditional and online classrooms. Data were collected from student surveys using the Motivated Strategies for Learning Questionnaire (MSLQ) self-efficacy and task-value subscales and the Classroom Community Scale (CCS) to measure the sense of community. The research results demonstrated a statistically significant difference between students’ classroom modality (traditional and online) when analyzing sense of community but no statistical significance was identified in student’s self-efficacy and task value based on classroom modality

    Evaluating System Usability, Workload Suitability, and User Experience of Game-Based Virtual Reality in Spaceflight Education and Training

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    Game-based instruction and immersive virtual reality are enhanced pedagogical methods beneficial in training environments involving complex disciplines, ranging from medical applications to construction engineering technology. This study investigated the use of game-based virtual reality (GBVR) when applied to the complex discipline of spaceflight education and training. As modern society places increasing demand on space-based amenities, the need for proficient satellite operators will also increase, requiring more accessible and more advanced training options. Spaceflight training scenarios, immersed in the GBVR environment, were developed and deployed to university student participants. Multiple validated scales were used to measure the GBVR system regarding three main attributes. System usability ranked above average on the System Usability Scale (SUS), user experience ranked above average on the Game User Experience Satisfaction Scale (GUESS-18), and workload ranked within 1.5% of the accepted mean value of the NASA Task Load Index (TLX). These results revealed positive feasibility and usability of GBVR applications when correctly deployed in a learning environment

    Global Teamwork: A Study of Design Learning in Collaborative Virtual Environments

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    With the recent developments in communication and information technologies, using Collaborative Virtual Environments (CVEs) in design activity has experienced a remarkable increase. In this paper we present a collaborative learning activity between the University of Sydney (USYD), and the Istanbul Technical University (ITU). This paper shares our teaching experience and discusses the principles of collaborative design learning in virtual environments. Followed by a study on students’ perception on the courses and collaborative learning in both universities, this paper also suggests future refinements on the course structure and the main areas of collaborative design learning. Keywords: Collaborative Design; Collaborative Virtual Environments; Design Teaching And Learning</p

    Measuring the Affordances of Studying in a Virtual World

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    There has been much interest at the University of Hertfordshire in the teaching and learning in virtual worlds such as Second Life. The School of Computer Science has established a virtual campus within this system where a broad range of learning and teaching activities take place. These include presenting textual, audio and video learning and teaching materials, delivering virtual lectures, providing simulations and group working areas. Recently there has been a great deal of controversy over such initiatives, for example at my own university lecturers are divided as to the efficacy of such an approach. Some see the initiative as an interesting addition to the range of teaching and learning strategies available, likely to motivate learners. Others see it as a trivial attempt to jump on the latest band wagon, with little pedagogical benefit or justification. My own past research in this area, over several years has related to an estimation of the cognitive load imposed by desktop virtual environments and how this affected learning. Several important variables have been identified in several years of research and their effects measured. In the study presented here, a group of 80 final year computer science students used the Second Life virtual environment in order to support their practical project work. Groups of four learners used the university virtual campus especially modified for this purpose to hold meetings and to manage their software development projects. This study reports on how the group areas were established and used by the learners, the types of activities that took place and the effectiveness of the approach in this context. Quantitative and qualitative research was undertaken and it was found that there were benefits to be had by the use of such virtual environments. Recommendations are made as to the affordances of the Second Life virtual environment for teaching and learning in this context and also discussed are the potential problems inherent in this initiative related to individual differences and the cognitive burden imposed on learners.Peer reviewe

    Virual world users evaluated according to environment design, task based adn affective attention measures

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    This paper presents research that engages with virtual worlds for education users to understand design of these applications for their needs. An in-depth multi-method investigation from 12 virtual worlds participants was undertaken in three stages; initially a small scale within-subjects eye-tracking comparison was made between the role playing game 'RuneScape' and the virtual social world 'Second Life', secondly an in-depth evaluation of eye-tracking data for Second Life tasks (i.e. avatar, object and world based) was conducted, finally a qualitative evaluation of Second Life tutorials in comparative 3D situations (i.e. environments that are; realistic to surreal, enclosed to open, formal to informal) was conducted. Initial findings identified increased users attention within comparable gaming and social world interactions. Further analysis identified that 3D world focused interactions increased participants' attention more than object and avatar tasks. Finally different 3D situation designs altered levels of task engagement and distraction through perceptions of comfort, fun and fear. Ultimately goal based and environment interaction tasks can increase attention and potentially immersion. However, affective perceptions of 3D situations can negatively impact on attention. An objective discussion of the limitations and benefits of virtual world immersion for student learning is presented

    Structured evaluation of virtual environments for special-needs education

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    This paper describes the development of a structured approach to evaluate experiential and communication virtual learning environments (VLEs) designed specifically for use in the education of children with severe learning difficulties at the Shepherd special needs school in Nottingham, UK. Constructivist learning theory was used as a basis for the production of an evaluation framework, used to evaluate the design of three VLEs and how they were used by students with respect to this learning theory. From an observational field study of student-teacher pairs using the VLEs, 18 behaviour categories were identified as relevant to five of the seven constructivist principles defined by Jonassen (1994). Analysis of student-teacher behaviour was used to provide support for, or against, the constructivist principles. The results show that the three VLEs meet the constructivist principles in very different ways and recommendations for design modifications are put forward
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