393,086 research outputs found

    A robotic telescope for university-level distance teaching

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    We present aspects of the deployment of a remotely operable telescope for teaching practical science to distance learning undergraduate students. We briefly describe the technical realisation of the facility, PIRATE, in Mallorca and elaborate on how it is embedded in the Open University curriculum. The PIRATE teaching activities were studied as part of a wider research project into the importance of realism, sociability and metafunctionality for the effectiveness of virtual and remote laboratories in teaching practical science. We find that students accept virtual experiments (e.g. a telescope simulator) when they deliver genuine, "messy" data, clarify how they differ from a realistic portrayal, and are flagged as training tools. A robotic telescope is accepted in place of on-site practical work when realistic activities are included, the internet connection is stable, and when there is at least one live video feed. The robotic telescope activity should include group work and facilitate social modes of learning. Virtual experiments, though normally considered as asynchronous tools, should also include social interaction. To improve student engagement and learning outcomes a greater situational awareness for the robotic telescope setting should be devised. We conclude this report with a short account of the current status of PIRATE after its relocation from Mallorca to Tenerife and its integration into the OpenScience Observatories

    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

    3D Interactive virtual environments for E-learning, teaching and technical support: Multiplayer teaching and learning games for the School of Art, Design & Architecture.

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    This paper outlines the key stages of a University funded teaching and learning project, the main objective of the project is to build an online 3D virtual Ramsden workshop (RW) game learning environment. Using 3D modeling software and interactive 3D game programming technologies the project team have accurately modeled and simulated the Ramsden workshop (RW) building; The 3D virtual RW workshop has been accurately built to scale and is fitted with virtual furniture, virtual computers, virtual engineering machinery. These components have been developed as an initial range of interactive game based learning tools. In this project the team has also begun to simulate Health and Safety procedures, created software CAD/CAM tutorials and are developing and testing innovative learning support tools for all levels of learners. The 3D Virtual Ramsden workshop (RW) game is part of ongoing research work that applies the use of 3D virtual software for developing appropriate interactive 3D spaces, avatars, objects and simulations for learning, teaching, training, exhibitions, experimental art and practice in virtual environments. Additionally within this project the research team also modelled a virtual Creative Arts Building and a University of Huddersfield virtual campus

    Designing and Building immersive education spaces using Project Wonderland: from pedagogy through to practice

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    This paper presents work on the JISC funded SIMiLLE project to build a culturally sensitive virtual world to support language learning. This builds on the MiRTLE project (funded by Sun Microsystems), which created a mixed-reality space for teaching and learning. The aim of the SIMiLLE project is to investigate the technical feasibility and pedagogical value of using virtual environments to provide a realistic socio-cultural setting and content for language learning interaction. The paper starts by providing some background information on the Wonderland platform and the MiRTLE project, and then outlines the requirements for SIMiLLE, and how these requirements will be supported through the use of a virtual world based on Project Wonderland. We then present our plans for the evaluation of the system, with a particular focus on the importance of incorporating pedagogy into the design of these systems, and how we can support good practice with the ever-growing use of 3D virtual environments in formalised education

    Reflections on the use of Project Wonderland as a mixed-reality environment for teaching and learning

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    This paper reflects on the lessons learnt from MiRTLE?a collaborative research project to create a ?mixed reality teaching and learning environment? that enables teachers and students participating in real-time mixed and online classes to interact with avatar representations of each other. The key hypothesis of the project is that avatar representations of teachers and students can help create a sense of shared presence, engendering a greater sense of community and improving student engagement in online lessons. This paper explores the technology that underpins such environments by presenting work on the use of a massively multi-user game server, based on Sun?s Project Darkstar and Project Wonderland tools, to create a shared teaching environment, illustrating the process by describing the creation of a virtual classroom. It is planned that the MiRTLE platform will be used in several trial applications ? which are described in the paper. These example applications are then used to explore some of the research issues arising from the use of virtual environments within an education environment. The research discussion initially focuses on the plans to assess this within the MiRTLE project. This includes some of the issues of designing virtual environments for teaching and learning, and how supporting pedagogical and social theories can inform this process

    The Virtual University and Avatar Technology: E-learning Through Future Technology

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    E-learning gains increasingly importance in academic education. Beyond present distance learning technologies a new opportunity emerges by the use of advanced avatar technology. Virtual robots acting in an environment of a virtual campus offer opportunities of advanced learning experiences. Human Machine Interaction (HMI) and Artificial Intelligence (AI) can bridge time zones and ease professional constraints of mature students. Undergraduate students may use such technology to build up topics of their studies beyond taught lectures. Objectives of the paper are to research the options, extent and limitations of avatar technology for academic studies in under- and postgraduate courses and to discuss students' potential acceptance or rejection of interaction with AI. The research method is a case study based on Sir Tony Dyson's avatar technology iBot2000. Sir Tony is a worldwide acknowledged robot specialist, creator of Star Wars' R2D2, who developed in recent years the iBot2000 technology, intelligent avatars adaptable to different environments with the availability to speak up to eight different languages and capable to provide logic answers to questions asked. This technology underwent many prototypes with the latest specific goal to offer blended E-learning entering the field of the virtual 3-D university extending Web2.0 to Web3.0 (Dyson. 2009). Sir Tony included his vast experiences gained in his personal (teaching) work with children for which he received his knighthood. The data was mainly collected through interviews with Sir Tony Dyson, which helps discover the inventor’s view on why such technology is of advantage for academic studies. Based on interviews with Sir Tony, this research critically analyses the options, richness and restrictions, which avatar (iBot2000) technology may add to academic studies. The conclusion will discuss the opportunities, which avatar technology may be able to bring to learning and teaching activities, and the foreseeable limitations – the amount of resources required and the complexity to build a fully integrated virtual 3-D campus. Key Words: virtual learning, avatar technology, iBot2000, virtual universit

    Virtual Reality: A Tool for Improving the Teaching and Learning of Technology Education

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    This work dealt with technology education, its expectations and present state, especially in developing countries. It looked at virtual reality: its development, types, uses and how it can be applied to improve teaching and learning. It also looked at different works that compared virtual reality, and other educational technology tools were reviewed. Advantages of virtual reality were highlighted; these will include both social and academic issues. Immersive and non-immersive virtual reality for education were briefly discussed, looking at the applicability of each to teaching and learning, ease of use, cost-effectiveness and health implications

    Teaching Online: Lessons Learned about Methodological Strategies in Postgraduate Studies

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    The objective of the present study was to analyze the methodological strategies used by postgraduate faculty from four international education faculties during the transition from faceto-face classes to virtual ones. Through the use of a mixed methodology, a questionnaire with Likert-type, multiple, alternative, and open-ended responses was designed. The results showed that during the transition from face-to-face to virtual classes, the most-utilized teaching activities were collaborative work, followed by lectures through videoconferences. Almost all the faculty modified their instruction methods, highlighting teaching activities, followed by evaluation activities. The study concludes by pointing out the lessons learned during the transition from face-to-face teaching to virtual teaching. We believe that universities must take advantage of the push towards virtual teaching made possible by the pandemic, to continue opting for the new technologies in Higher Education to face future emergency situations with resilience

    Teaching Online: Lessons Learned About Methodological Strategies in Postgraduate Studies

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    The objective of the present study was to analyze the methodological strategies used by postgraduate faculty from four international education faculties during the transition from faceto- face classes to virtual ones. Through the use of a mixed methodology, a questionnaire with Likert-type, multiple, alternative, and open-ended responses was designed. The results showed that during the transition from face-to-face to virtual classes, the most-utilized teaching activities were collaborative work, followed by lectures through videoconferences. Almost all the faculty modified their instruction methods, highlighting teaching activities, followed by evaluation activities. The study concludes by pointing out the lessons learned during the transition from face-to-face teaching to virtual teaching. We believe that universities must take advantage of the push towards virtual teaching made possible by the pandemic, to continue opting for the new technologies in Higher Education to face future emergency situations with resilience

    Enhancing online climate change education: distance and conventional university collaboration for a Master's curriculum

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    See also a longer version: ‘Expanding Citizen and Practitioner Engagement with the Climate Change Challenge Through Collaborative Masters Curriculum, Open Educational Resources, E-learning Communities and Virtual Mobility’, presented at a conference of European Association of Distance Teaching Universities (EDTU), Zermatt, Switzerland, September 2010 (www.eadtu.nl/.../Accepted%20Presentations%20for%20Newsletter.pd).This paper analyses the different ways in which both distance and conventional universities engage with learning and teaching. It argues that rather than seeing their roles as institutionally compartmentalised, there is much benefit in delivering online education through an institutional collaboration which develops synergies with a potential to contribute to citizen and professional practitioner empowerment, in this case, for debates about climate change. The example the paper draws on is that of a European Region Action Scheme for the Mobility of University Students (Erasmus) project ‘The Lived experience of climate change (LECH-e): interdisciplinary e-module development and virtual mobility’. The project brings together five distance and three conventional universities across six EU countries, plus the European Association of Distance Teaching Universities (EADTU), to create a Master’s curriculum in the area of climate change. It argues that universities across Europe have complementary strengths, both in terms of their disciplinary expertise and the ways in which they engage with students. Understanding the complex, real-world challenge of climate change requires a holistic approach which draws on these complementary strengths through collaborative work. Keywords: conventional universities; distance-learning universities; Master’s curriculum in climate change; collaboration
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