9 research outputs found

    The development and evolution of transactive memory system over time in MUVEs

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    CSCW in education is a topic that drew a lot of attention over the years, and Multi User Virtual Environments (MUVEs) are one of the tools utilized by many educators to support their teaching objectives. MUVEs enable students to connect, immerse and interact with their peers and the environment, and synchronously engage and collaborate in learning activities. Effective communication and collaboration contributes to student learning, and the topic of Transactive Memory System (TMS) within working groups has been found to be very beneficial. TMS relates to the representation of the knowledge possessed by the members of a team that allows identifying who knows what, providing efficiency in collaboration. While the use of educational MUVEs has been thoroughly investigated in the literature, little is known about the use of such environments to support TMS and their relationship with working group dynamics. This paper presents the results of a study investigating the development and evolution of a TMS between groups within a MUVE, in order to better understand the dynamics that need to be considered when using MUVEs to support teaching and learning

    The relationship between students’ engagement and the development of Transactive Memory Systems in MUVE: An experience report

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    Student engagement is a very important topic in higher education hence, it drew a lot of research interest over the years. The use of educational Multi-User Virtual Environments (MUVEs) that provide synchronous interaction, dynamic, interactive and social learning experiences have the potential to increase student engagement and contribute to their learning experience. Due to increased social and cognitive presence, the use of such environments can result in greater student engagement when compared to traditional asynchronous learning environments. In this work, we hypothesized that students’ engagement in collaborative learning activities will increase if Transactive Memory System (TMS) constructs are present. Thus, we employed the theory of TMS that emphasizes the importance of Specialization, Coordination and Credibility between members in a team. The results show that there is a significant correlation between the development of TMS and students’ engagement. In addition, further quantitative and observation analysis reveals some interesting facts about students’ engagement with respect to their collaboration in group activities

    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

    From Shadowmourne To Folk Art Articulating A Vision Of Elearning For The 21st Century

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    This study examines mass-market applications for some of the many theories of eLearning and blended learning, focusing most closely on a period from 2000-2010. It establishes a state of the union for K-12 immersive eLearning environments by using in-depth cases studies of five major mass-market, educational, and community-education based products—Gaia Online, Poptropica, Quest Atlantis, Dimenxian/Dimension U, and Folkvine. Investigating these models calls into play not only the voices of traditional academic and usability research, but also the ad hoc voices of the players, commentators, developers, and bloggers. These are the people who speak to the community of these sites, and their lived experiences fall somewhere in the interstices between in-site play, beta development, and external commentary (both academic and informal.) The works of experimental academic theorists play an acknowledged and fundamental role in this study, including those of Ulmer, Barab, Gee, and McLuhan. These visionary voices of academia are balanced with a consideration of both the political and financial constraints surrounding immersive educational game development. This secondary level of analysis focuses on how issues around equity of access, delivery platforms, and target disciplines can and should inform strategic goals. While this dissertation alone is unlikely to solve issues of access, emergent groups including the OLPC hold exciting promises for worldwide connectivity. My conclusion forms a synthesis of all these competing forces and proposes a pragmatic and conceptual rule-set for the development of a forward-looking and immersive educational MMORP

    Enhancing Free-text Interactions in a Communication Skills Learning Environment

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    Learning environments frequently use gamification to enhance user interactions.Virtual characters with whom players engage in simulated conversations often employ prescripted dialogues; however, free user inputs enable deeper immersion and higher-order cognition. In our learning environment, experts developed a scripted scenario as a sequence of potential actions, and we explore possibilities for enhancing interactions by enabling users to type free inputs that are matched to the pre-scripted statements using Natural Language Processing techniques. In this paper, we introduce a clustering mechanism that provides recommendations for fine-tuning the pre-scripted answers in order to better match user inputs

    Promoting Andean children's learning of science through cultural and digital tools

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    Conference Theme: To see the world and a grain of sand: Learning across levels of space, time, and scaleIn Peru, there is a large achievement gap in rural schools. In order to overcome this problem, the study aims to design environments that enhance science learning through the integration of ICT with cultural artifacts, respecting the Andean culture and empower rural children to pursue lifelong learning. This investigation employs the Cultural-Historical Activity Theory (CHAT) framework, and the Design-Based Research (DBR) methodology using an iterative process of design, implementation and evaluation of the innovative practice.published_or_final_versio
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