25,014 research outputs found

    An Investigation of Special Education Teachers\u27 Perceptions of the Effectiveness of a Systematic 7-Step Virtual Worlds Teacher Training Workshop for Increasing Social Skills

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    This study describes how a systematic 7-Step Virtual Worlds Teacher Training Workshop promoting inquiry, experiential learning, and sociocultural theory guided the enculturation of 18 special education teachers into three-dimensional virtual worlds. The main purpose was to enable these teachers to make informed decisions about the usability of virtual worlds for students with social skills challenges, such as students with autism. Mixed-methods data analysis and triangulation were based on the analysis of seven instruments. Six of the seven steps of the intervention received high ratings indicating its viability for teachers\u27 professional development opportunitie

    Teacher training in the use of a three-dimensional immersive virtual world: Building understanding through first-hand experiences

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    This study offers recommendations and a model for other teacher educators who are interested in training teachers in the use of three-dimensional (3D) immersive virtual worlds (IVWs) for their own teaching. Twelve special education teachers collaboratively explored the usability of Second Life (SL) for special education by completing a full inquiry cycle to develop the ability to make informed decisions about the affordances and challenges of virtual world teaching and to help identify effective components for virtual worlds teacher training. Ten educational SL islands were explored critically. Mixed-methods data analysis and triangulation were based on the analysis and synthesis of a preliminary survey, a mid-reflection after several virtual explorations, the collaborative analysis of an existing SL lesson plan, the collaborative development of a SL lesson plan, a post-reflection, and a post-survey. Several key benefits of 3D IVWs for special education students emerged from the qualitative analyses, namely social skills practice, collaborative learning towards a joint goal with a competitive element, and increased motivation to participate, especially for topics that would otherwise be perceived as boring. The qualitative data informed the development of guidelines for virtual worlds teacher training and the elements of an ideal SL island designed for special education. The change of attitude towards the usability of virtual worlds in education as a result of the workshop was not statistically significant

    Exploring Students’ Reactions to Virtual Worlds

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    Our research explores multi-user virtual environments for teaching university-level courses. This paper focuses on undergraduate students’ reactions to five virtual worlds explored as part of a Computers and Ethics course. Written reports from twenty-five students were qualitatively analyzed with respect to perceived ease of use, user satisfaction, and user concerns. Our preliminary findings indicate that students’ perceptions and attitudes were mixed. Some students perceived virtual worlds as relatively easy to use regarding object interactions, communication and user interaction. However, there were some instances of difficulty in navigation and in completing some tutorials. Furthermore, students expressed concerns beyond usability issues, such as user misbehavior and cheating. These issues could become significant barriers to using virtual worlds for college courses. We present suggestions for reducing such barriers

    Designing Perferable Virtual Worlds: An Analogy of Space

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    Based on an analogy of space, this study adopted two 2D-based web usability models, namely landscape preference model (LPM) and architectural quality model (AQM), to test their applicability in 3D-based virtual worlds. An exploratory crosssectional study with Second Life users was conducted and data were analyzed using a partial least squares (PLS) technique. The findings of this study demonstrate that these models have strong psychometric properties and explain a large amount of variance of the attitudes and perceptions of virtual world users associated with its usability factors. For LPM, except for significant legibility-affective appraisal path and insignificant variety-cognitive appraisal path, all paths in the original model were confirmed. For AQM, all relationships held except an insignificant external security-firmness relationship. Although further investigation is warranted, the findings indicate these models can successfully be used as theoretical alternatives to design usable virtual worlds. Key implications for theory and practice are discussed

    Architecture for Collaborative Learning Activities in Hybrid Learning Environments

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    3D virtual worlds are recognized as collaborative learning environments. However, the underlying technology is not sufficiently mature and the virtual worlds look cartoonish, unlinked to reality. Thus, it is important to enrich them with elements from the real world to enhance student engagement in learning activities. Our approach is to build learning environments where participants can either be in the real world or in its mirror world while sharing the same hybrid space in a collaborative learning experience. This paper focuses on the system architecture and a usability study of a proof-of-concept for these hybrid learning environments. The architecture allows the integration of the real world and its 3D virtual mirror; the exchange and geolocalization of multimodal information, and also the orchestration of learning activities. The results of the usability evaluation show positive engagement effects on participants in the mirror world and, to a lesser extent, on those in the real world.This research has been partially supported by the following projects: “España Virtual” within the Ingenio 2010 program, subcontracted by Elecnor Deimos, "EEE" (TIN2011-28308-C03-01) funded by the Spanish National Plan of Research, Development and Innovation, and "eMadrid", S2009/TIC-1650 “Investigación y Desarrollo de tecnologías para el e-learning en la Comunidad de Madrid” funded by the Region of Madrid.Publicad

    Investigating affordances of virtual worlds for real world B2C e-commerce

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    Virtual worlds are three-dimensional (3D) online persistent multi-user environments where users interact through avatars. The literature suggests that virtual worlds can facilitate real world business-to-consumer (B2C) e-commerce. However, few real world businesses have adopted virtual worlds for B2C e-commerce. In this paper, we present results from interviews with consumers in a virtual world to investigate how virtual worlds can support B2C e-commerce. A thematic analysis of the data was conducted to uncover affordances and constraints of virtual worlds for B2C e-commerce. Two affordances (habitability and appearance of realness) and one constraint (demand for specialised skill) were uncovered. The implications of this research for designers are (1) to provide options to consumers that enable them to manage their online reputation, (2) to focus on managing consumers’ expectations and (3) to facilitate learning between consumers

    Generation of office buildings in large scale virtual worlds

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    Virtual worlds are used in many different areas, from military training simulations to massive multiplayer online role-playing games. In the past, the sizes of these worlds was limited by the power of the computers that ran them as well as the man-hours needed to draw them. However, as computers have become more powerful, the limiting fctor has become the man-hours needed to manually draw every object in such a world. So there is now a need for large scale, traversable, dynamic, algorithmically generated virtual worlds. For these worlds to be realistic, cities need to be generated, and for these cities to be relistic, they must have commercial office buildings (skyscrapers, office parks, etc.). Previous research in this area has been solely on generating the outsides of commercial buildings, with no focus on the inside features of the buildings. This research aims to generate both the insides and the outsides of commercial office buildings, with the dual goals of realism and usability
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