343,837 research outputs found
The Future of Virtual Classroom: Using Existing Features to Move Beyond Traditional Classroom Limitations
This paper argues that the true potential of virtual classrooms in education
is not fully exploited yet. The features available in most environments that
have been incorporated as virtual classrooms are classified into two groups.
The first group includes common features, related only to the emulation of a
traditional classroom. In this group, the practical differences between
traditional and virtual classroom are discussed. In addition, best practices
that could aid the professors to make students feel like participating in a
typical classroom are presented. The second group comprises of advanced
features and practices, which extend the traditional classroom. In this group,
examples of successful practices which could not be performed in a traditional
classroom are introduced. Finally, a qualitative study with interviews of 21
experts from 15 countries is presented, showing that even these experts are not
fully exploiting the advanced features that contemporary virtual classroom
environments are offering.Comment: 8 pages, IMCL2017 Conference, Thessaloniki, Greec
Making the Connection: Moore’s Theory of Transactional Distance and Its Relevance to the Use of a Virtual Classroom in Postgraduate Online Teacher Education
This study explored the use of the Web-based virtual environment, Adobe Connect Pro, in a postgraduate online teacher education programme at the University of Waikato. It applied the tenets of Moore’s Theory of Transactional Distance (Moore, 1997) in examining the efficacy of using the virtual classroom to promote quality dialogue and explored how both internal and external structural elements related to the purpose and use of the classroom affected the sense of learner autonomy. The study provides an illustration of the complexity of the relationship that exists between the elements of Moore’s theory, and how the implementation of an external structuring technology such as the virtual classroom, can have both positive impacts (dialogue creation) and negative impacts (diminished sense of learner autonomy). It also suggests that, although Moore’s theory provides a useful conceptual “lens” through which to analyse online learning practices, its tenets may need revisiting to reflect the move toward the use of synchronous communication tools in online distance learning
Virtual Classroom Management and Communicative Writing Pedagogy
Writing, essentially a social act, is concerned with cognition and is alliedto context. Most writing takes the form of dialogue and it is out of dialogic processes that language acquisition takes place. Writers andreaders convene in the cognitive and social space that is at the heart of adiscourse community. The social aspects of writing are diminished whenthere is a restriction on the social space where readers and writers cometogether. This is exemplified by the state of affairs in certain classroomswhere writing, reading and responding are undertaken in a solitarymanner. The use of computers to teach writing can enliven socialexchange by engendering new social structures. In particular,collaboration between writers is prompted by the use of word processors.When the teaching of writing takes place in a computer lab, teachers oftenstructure activities in a qualitatively different manner. In turn this has aninfluence on student writing. This paper reports on our experience of teaching an in-sessional course in Academic Writing to L2 students at theUniversity of Luton
Exploring the virtual classroom: What students need to know (and teachers should consider)
Technological improvements in many countries have meant that institutions offering distance education programmes now have more options available to them to communicate and interact with their students, and increasingly, attention is being turned to the potential of Web2 technologies to facilitate synchronous interaction. This study explores the affordances and limitations of an online virtual classroom, Adobe Connect Pro, when used in the learning programmes of two groups of undergraduate and postgraduate education students. Results indicate that while both groups gained value from using the classroom, they also found it a completely new environment, and one to which many had trouble transferring the interaction and communication skills developed in other contexts. The reasons for this related to three specific areas of knowledge – technical, procedural and operational, that were identified as being critical to student performance in this environment. The study suggests that educators and course designers need to embed strategies into their online offerings to enable students to develop these, if they are to gain substantial benefit from the availability of virtual classrooms. Additionally, the study identified that when making design decisions about online learning environments, it is very much a matter of horses for courses when selecting tools for specific purposes. While the virtual classroom proved useful for developing social connection and a sense of community, it may not be so beneficial for supporting deeper learning
BLENDED CLASSROOM IN ENGLISH WRITING CLASS: A PILOT PROJECT
Abstract: The digital shifts in academic world have been widely used to enhance language learning. This paper
describes a pilot project on the adoption of a blended approach, i.e. the physical and virtual classroom approach,
in learning writing skill for the second semester university students majoring in English language and literature.
The purpose of using the blended learning approach is to increase the participation and understanding of the
students in the learning process. In addition, it aims at encouraging students to be more active in discussions
which can be quite difficult in large-sized classes. The physical classroom is used, in a traditional manner, e.g.
physical interactions between teachers and students. Meanwhile, the virtual classroom is used, among others, to
allow a class to have online discussion (with text) (Whitney, 2002), either with the whole class or with smaller
groups. It is as well possible to share documents, such as essays or summaries with other students in the virtual
classroom. The blended learning method is especially useful for language teacher as well as curriculum
designers.
Keywords: blended classroom, physical classroom, virtual classroom, writing skil
3D virtual worlds as environments for literacy learning
Background: Although much has been written about the ways in which new technology might transform educational practice, particularly in the area of literacy learning, there is relatively little empirical work that explores the possibilities and problems - or even what such a transformation might look like in the classroom. 3D virtual worlds offer a range of opportunities for children to use digital literacies in school, and suggest one way in which we might explore changing literacy practices in a playful, yet meaningful context. Purpose: This paper identifies some of the key issues that emerged in designing and implementing virtual world work in a small number of primary schools in the UK. It examines the tensions between different discourses about literacy and literacy learning and shows how these were played out by teachers and pupils in classroom settings.Sources of evidence: Case study data are used as a basis for exploring and illustrating key aspects of design and implementation. The case study material includes views from a number of perspectives including classroom observations, chatlogs, in-world avatar interviews with teachers and also pupils, as well as the author’s field notes of the planning process with accompanying minutes and meeting documents.Main argument: From a Foucauldian perspective, the article suggests that social control of pedagogical practice through the regulation of curriculum time, the normalisation of teaching routines and the regimes of individual assessment restricts teachers’ and pupils’ conceptions of what constitutes literacy. The counternarrative, found in recent work in new litearcies (Lankshear & Knobel, 2006) provides an attractive alternative, but a movement in this direction requires a fundamental shift of emphasis and a re-conceptualisation of what counts as learning.Conclusions: This work on 3D virtual worlds questions the notion of how transformative practice can be achieved with the use of new technologies. It suggests that changes in teacher preparation, continuing professional development as well as wider educational reform may be needed
TOWARDS A WITTGENSTEINEAN LADDER FOR THE UNIVERSAL VIRTUAL CLASSROOM (UVC)
The aim of this work is to move from the foreign dominated to the self-dominated
by encouraging people to draw their own conclusions with the help of own rational
consideration. Here a room as an environment that is encouraging innovation, which can be
denoted as “Innovation Lab”, and making processes as can be regarded as “Smart Lab” is an
essential base. The question related to this generalized self-organizational learning method
investigated in our paper is how a UVC, which is a room that connects people from different
physical places to one synchronous and virtual perceivable place, which is built on these
preconditions, can be operated both resource and learning-efficient for both the course
participants and the educational organization. A practical approach of implementing a virtual
classroom concept, including informative tutorial-feedback, is developed conceptually that
also accounts for and implements the results of reinforcement machine-learning methods in
AI applications. The difference that makes the difference is gained by reimplementing the AI
tools in an AI instrument, in a “Smart Lab” environment and that in the teaching environment.
By means of this, a cascaded feedback-loop system is informally installed, which gains
feedback at different levels of abstraction. By this learning on each stage, in a collaborative
and together decentralized and sequential fashion takes place, as the selforganizational
implementations lead implicitly, also by means of the in the course implemented tools, to
increasingly self-control. As such in the course, a tool is implemented, as generalizations by
means of reinforcement learnings are to be emergently foreseen by this method, which goes
beyond the tools, that have already been implemented before. This AI-enhanced learning coevolution shall then, predictively, as well increase the potential of the course participants as
the educational organization according to the Wittgensteinean parable: A ladder leading into
a selfly-organized future
Vygotsky and the Virtual Classroom: Sociocultural Theory Comes to the Communications Classroom
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 students’ 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 students’ 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. Students’ 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
An Experimental Nexos Laboratory Using Virtual Xinu
The Nexos Project is a joint effort between Marquette University, the University of Buffalo, and the University of Mississippi to build curriculum materials and a supporting experimental laboratory for hands-on projects in computer systems courses. The approach focuses on inexpensive, flexible, commodity embedded hardware, freely available development and debugging tools, and a fresh implementation of a classic operating system, Embedded Xinu, that is ideal for student exploration. This paper describes an extension to the Nexos laboratory that includes a new target platform composed of Qemu virtual machines. Virtual Xinu addresses two challenges that limit the effectiveness of Nexos. First, potential faculty adopters have clearly indicated that even with the current minimal monetary cost of installation, the hardware modifications, and time investment remain troublesome factors that scare off interested educators. Second, overcoming the inherent complications that arise due to the shared subnet that result in students\u27 projects interfering with each other in ways that are difficult to recreate, debug, and understand. Specifically, this paper discusses porting the Xinu operating systems to Qemu virtual hardware, developing the virtual networking platform, and results showing success using Virtual Xinu in the classroom during one semester of Operating Systems at the University of Mississippi
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