239 research outputs found

    A basis for learning with desktop virtual environments

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    Towards Measuring Learning Effectiveness considering Presence, Engagement and Immersion in a Mixed and Augmented Reality Learning Environment

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    The current era of advanced display technologies, such as a head mounted displays, smart glasses and handheld devices, have supported the usage of mixed-reality and augmented reality concepts in smart educational classrooms. These advanced technologies have enabled enhanced collaboration and an interactive communication between distance learners and local learners. Being present' is a key factor in both worlds (real and virtual) as it plays an important role in increasing the students' collaborative engagement during the learning activity. However, few studies have considered how much using such immersive interfaces with various learning scenarios may ultimately affect learning outcomes, and whether students feel fully engaged or not in such environments. This work-in-progress paper will demonstrate a MiRTLE+ prototype of how remote students can collaborate within mixed-reality environments by using an augmented reality approach. Secondly, it will explore the learning effectiveness based on the following factors: students' presence, engagement, and immersion in smart environments. With regard to the learning task, we will consider a card game task to measure the learners' progress as they progress from novice to expert player. To evaluate these factors, we utilise several existing frameworks which have been applied to our mixed-reality worlds that help us to examine the learning outcomes from using these environments

    Differentiation of the Causal Characteristics and Influences of Virtual Reality and the Effects on Learning at a Science Exhibit

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    Within the context of the informal science center, exhibits are the main interface for public learning. Essential to the success of a science center is how well exhibits model effective strategies for learning. Virtual Reality (VR) technology with its flexible, adaptive, multimedia, and immersive-learning capabilities is emerging for use by science centers in exhibits; however, research on learning in virtual environments at exhibits is scarce. To support the future development of VR science exhibits it is critical to investigate VR\u27s pedagogical value and effects on science learning. Research investigated the Smoke & Mirrors VR exhibit at the Reuben H. Fleet Science Center in San Diego, California. Inquiry focused on the interplay between elements of the exhibit\u27s design, assessing the separate and interactive effects of visual imagery, moving images, sound, narration, and interactive tools to differentiate the causal characteristics and influences that enhanced and detracted from learning. Case study methodology was employed utilizing visitor observations and interviews with 14 participants. Findings indicated that realistic visual elements with text were the primary sources of content learning; however, positive results were limited to only a few participants. High cognitive load due to interactive tools; instructional design; and movement of visual images were found to be significant detracting characteristics of participant learning. Other characteristics and influences of VR were also found that directly effected learning. Research results will inform the forthcoming design of a new VR exhibit at the Reuben H. Fleet Science Center and to the design and development of future VR exhibits at informal science centers. A prior brief mixed-methods evaluation of Smoke & Mirrors was conducted in 2003, contributing background to the study and its future implications and strategies

    Learning Environment Design and Use

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    Amid burgeoning international interest in the built environment of education, this SI examines the research, policy, and practice that lies behind the global trends in architecture and pedagogy. It contributes to the developing interdisciplinary understanding of the processes and products of school design at all stages, from ‘visioning’ and brief, through habitation and use, to post-occupancy evaluation. The intention is to build knowledge relating to successful design, educational affordances and outcomes, change management, and the alignment of physical resources with teaching and learning needs. The papers explore the multiprofessional landscape of educational spaces as they are planned, built, and used. Reflecting the diversity of the area, the SI features empirical work using a range of methodologies, transdisciplinary work and novel theoretical framings. It includes co-authored papers whose authorship bridges academic disciplines, research and practice, or research and policy. The over-arching aim was to capture the diversity of research related to learning environments

    BITE: Recipes for Remarkable Research

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    BITE: Recipes for remarkable research is an edited field book capturing the research, learning and experiences of an international network of scholars studying effective and creative research environments. The book encapsulates what it is that enables remarkable research, and offers, as Professor Lizbeth Goodman says, “practical, evidence-based instantiations of ideas and innovations” as well as theoretical knowledge. It is set out as a recipe book, with supporting academic papers and case studies.; Readership: Educational Researchers and their student

    Playful mapping in the digital age:The Playful Mapping Collective

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    From Mah-Jong, to the introduction of Prussian war-games, through to the emergence of location-based play: maps and play share a long and diverse history. This monograph shows how mapping and playing unfold in the digital age, when the relations between these apparently separate tropes are increasingly woven together. Fluid networks of interaction have encouraged a proliferation of hybrid forms of mapping and playing and a rich plethora of contemporary case-studies, ranging from fieldwork, golf, activism and automotive navigation, to pervasive and desktop-based games evidences this trend. Examining these cases shows how mapping and playing can form productive synergies, but also encourages new ways of being, knowing and shaping our everyday lives. The chapters in this book explore how play can be more than just an object or practice, and instead focus on its potential as a method for understanding maps and spatiality. They show how playing and mapping can be liberating, dangerous, subversive and performative

    Digital Tools in Urban Schools: Mediating a Remix of Learning

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    Digital Tools in Urban Schools demonstrates significant ways in which high school teachers in the complex educational setting of an urban public high school in northern California extended their own professional learning to revitalize learning in their classrooms. Through a novel research collaboration between a university and this public school, these teachers were supported and guided in developing the skills necessary to take greater advantage of new media and new information sources to increase student learning while making connections to their relevant experiences and interests. Jabari Mahiri draws on extensive qualitative data—including blogs, podcasts, and other digital media—to document, describe, and analyze how the learning of both students and teachers was dramatically transformed as they utilized digital media in their classrooms. Digital Tools in Urban Schools will interest instructional leaders and participants in teacher preparation and professional development programs, education and social science researchers and scholars, graduate and undergraduate programs and classes emphasizing literacy and learning, and those focused on urban education issues and conditions

    Systematic literature review of E-learning capabilities to enhance organizational learning

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    E-learning systems are receiving ever increasing attention in academia, business and public administration. Major crises, like the pandemic, highlight the tremendous importance of the appropriate development of e-learning systems and its adoption and processes in organizations. Managers and employees who need efficient forms of training and learning flow within organizations do not have to gather in one place at the same time or to travel far away to attend courses. Contemporary affordances of e-learning systems allow users to perform different jobs or tasks for training courses according to their own scheduling, as well as to collaborate and share knowledge and experiences that result in rich learning flows within organizations. The purpose of this article is to provide a systematic review of empirical studies at the intersection of e-learning and organizational learning in order to summarize the current findings and guide future research. Forty-seven peer-reviewed articles were collected from a systematic literature search and analyzed based on a categorization of their main elements. This survey identifies five major directions of the research on the confluence of e-learning and organizational learning during the last decade. Future research should leverage big data produced from the platforms and investigate how the incorporation of advanced learning technologies (e.g., learning analytics, personalized learning) can help increase organizational value.publishedVersio
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