838,383 research outputs found
From cognitive capability to social reform? Shifting perceptions of learning in immersive virtual worlds
Learning in immersive virtual worlds (simulations and virtual worlds such as Second Life) could become a central learning approach in many curricula, but the socioāpolitical impact of virtual world learning on higher education remains underāresearched. Much of the recent research into learning in immersive virtual worlds centres around games and gaming and is largely underpinned by cognitive learning theories that focus on linearity, problemāsolving and the importance of attaining the āright answerā or game plan. Most research to date has been undertaken into studentsā experiences of virtual learning environments, discussion forums and perspectives about what and how online learning has been implemented. This article reviews the literature relating to learning in immersive virtual worlds, and suggests that there needs to be a reconsideration of what ālearningā means in such spaces
From Multi-User Virtual Environment to 3D Virtual Learning Environment
While digital virtual worlds have been used in education for a number of years, advances in the capabilities and spread of technology have fed a recent boom in interest in massively multiāuser 3D virtual worlds for entertainment, and this in turn has led to a surge of interest in their educational applications. In this paper we briefly review the use of virtual worlds for education, from informal learning to formal instruction, and consider what is required to turn a virtual world from a MultiāUser Virtual Environment into a fully fledged 3D Virtual Learning Environment (VLE). In this we focus on the development of Sloodle ā a system which integrates the popular 3D virtual world of Second Life with the openāsource VLE Moodle. Our intent is not simply to provide additional learning support features for Second Life, but to study more generally the ways in which integrated virtual environments can benefit teaching and learning, and this is the focus of our closing discussion
Virtual Collaboration in the Online Educational Setting: A Concept Analysis
This study was designed to explore the concept of virtual collaboration within the context of an online learning environment in an academic setting. Rodgersā method of evolutionary concept analysis was used to provide a contextual view of the concept to identify attributes, antecedents, and consequences of virtual collaboration. Commonly used terms to describe virtual collaboration are collaborative and cooperative learning, group work, group interaction, group learning and teamwork. A constructivist pedagogy, group-based process with a shared purpose, support and web-based technology are required for virtual collaboration to take place. Consequences of virtual collaboration are higher order thinking and learning to work with others.
A comprehensive definition of virtual collaboration is offered as an outcome of this analysis. Clarification of virtual collaboration prior to using it as a pedagogic tool in the online learning environment will enhance nursing education with the changes in nursing curriculum being implemented today. Further research is recommended to describe the developmental stages of the collaborative process among nursing students in online education and how virtual collaboration facilitates collaboration in practice
Second Life as a Learning and Teaching Environment for Digital Games Education
Previous studies show that online virtual worlds can contribute to the social aspects of distance learning, improve student engagement, and enhance studentsā experience as a whole [4]; [3]. This paper reviews previous research of using online virtual worlds in teaching and learning,
compares Second Life with traditional classroom sessions and the Blackboard, and discusses the benefits and problems of using virtual environments in the post-sixteen education
and how they affect studentsā learning. It also reports a study of using Second Life as an educational environment for teaching games design at undergraduate level, and investigates the impacts and implications of online virtual
environments on learning and teaching processes and their application to digital games education. The sample was 27 first year students of the Computer Games Modelling and Animation course. Studentsā views on using Second Life for
learning and teaching were collected through a feedback questionnaire. The results suggest that virtual learning environments like Second Life can be exploited as a motivational learning tool. However, problems such as identify issues and lacking of role markers may change student behaviour in virtual classroom. We discuss this
phenomenon and suggest ways to avoid it in the preparation stage
Virtual to Real Reinforcement Learning for Autonomous Driving
Reinforcement learning is considered as a promising direction for driving
policy learning. However, training autonomous driving vehicle with
reinforcement learning in real environment involves non-affordable
trial-and-error. It is more desirable to first train in a virtual environment
and then transfer to the real environment. In this paper, we propose a novel
realistic translation network to make model trained in virtual environment be
workable in real world. The proposed network can convert non-realistic virtual
image input into a realistic one with similar scene structure. Given realistic
frames as input, driving policy trained by reinforcement learning can nicely
adapt to real world driving. Experiments show that our proposed virtual to real
(VR) reinforcement learning (RL) works pretty well. To our knowledge, this is
the first successful case of driving policy trained by reinforcement learning
that can adapt to real world driving data
Global Teamwork: A Study of Design Learning in Collaborative Virtual Environments
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 studentsā 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
3D Interactive virtual environments for E-learning, teaching and technical support: Multiplayer teaching and learning games for the School of Art, Design & Architecture.
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
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Integrating Real and Virtual Learning Spaces
Undoubtedly, the widespread introduction of Learning Management Systems over the past few years has had significant impact on online learning by enabling lecturers to easily upload and disseminate learning resources, as well as providing the potential for new forms of online interaction. However, LMSs have had significantly less impact upon the sorts of interactions that can occur in class: both lecturer-student and student-student. This article considers ways in which campus based students can benefit from the integration of real life and virtual interactions. It reflects upon lessons learned from the use of a prototype Learning Management System and explores ways in which virtual and real spaces may combined to address specific academic needs. This is illustrated in two scenarios that outline ways in which virtual learning spaces may be integrated with face-to-face teaching within a campus based context. A third scenario offers a glimpse of future integration of real and virtual learning spaces which allow students to develop and share learning resources. Finally, a set of common principles underpinning the development and support of these methodologies are outlined
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