27 research outputs found
Engaging Students with Constructivist Participatory Examinations in Asynchronous Learning Networks
The online participatory exam transforms the traditional exam into a constructivist, cooperative and engaging learning experience. Students learn from designing and answering exam questions, from evaluating their peers’ performance, and from reading questions, answers and evaluations. This paper, aimed at faculty who teach online and at researchers interested in online learning, describes the procedures, advantages, and disadvantages of this new approach to the examination process. Five semesters of participatory exam research are analyzed. A majority of students preferred the participatory exam and believed that it increased their learning
Using Synthetic Worlds for Work and Learning
Synthetic worlds [Castronova 2005] are graphically-rich, three-dimensional (3D), electronic environments where members assume an embodied persona (i.e., avatars) and engage in socializing, competitive quests, and economic transactions with globally distributed others. Frequently categorized as technologies of play, synthetic worlds range from massively multiplayer online games (MMOGs) such as World of Warcraft, to virtual reality environments such as Second Life. Increasingly, educators, researchers and corporations are recognizing these 3D online spaces as legitimate communication media, thereby blurring the lines between work and play, and between reality and virtuality. In this panel, presented at the 2007 International Conference on Information Systems, we explore how the fluid work-play and reality-virtuality boundaries are negotiated and managed in practice. The panelists will rely on their research, conducted in educational, corporate and game environments, to address questions about learning, working and playing in these new media spaces
Exploring Students’ Reactions to Virtual Worlds
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
Teaching lower level computer science courses via virtual classroom and video : course reports by faculty
New Jersey Institute of Technology is the grateful recipient of a generous grant from the Alfred P. Sloan Foundation which has enabled it to explore the use of asynchronous learning networks to create and deliver an entire undergraduate degree program in computer and information science. Each of these courses uses some amount of lecture-type material delivered via videotape. These materials are usually available to students in three different ways: by viewing broadcasts on a New Jersey cable station, by renting the set of videotapes, or by viewing in a special room in the library. Videotapes for distance learning are not new and are not, in themselves, a very effective means of delivery. The innovative part of this project is the Virtual Classroom™ which is a specially tailored set of features embedded in New Jersey Institute of Technology\u27s computer conferencing system, EIES (Electronic Information Exchange System). This makes possible a rich interchange and collaboration among students and faculty as they discuss and work through the problems and concepts in a course.
As of the spring of 1995, both the B.A.I.S and the B.S.C.S. are available to distance and oncampus students. Teaching in a Virtual Classroom mixed with other media (such as video or CD ROM) is not simple however. The purpose of the enclosed descriptions of experiences by faculty members is to familiarize prospective teachers using this media mix in the future with both some ideas for how to organize their online activities, and knowledge of problems that have been encountered. The faculty members were given a suggested outline of topics to include in their reports, but otherwise were free to include whatever they thought would be of most use to other faculty members in the future, teaching the same or similar courses.
Those who are interested in learning more about teaching and learning in ALN environments are referred to two book-length treatments: Starr Roxanne Hiltz, The Virtual Classroom: Learning Without Limits via Computer Networks (Ablex, Norwood NJ, 1994); and Linda Harasim, Starr Roxanne Hiltz, Lucio Teles and Murray Turoff, Learning Networks: A Field Guide to Teaching and Learning Online (MIT Press, 1995
Toward an Engaging Learning Experience for Students
Our research program explores the opportunities and challenges for engaging learning raised by emerging multiuser virtual environments such as Second Life and There. Students need an engaging learning environment that stimulates their self-efficacy and their outcome expectations. This paper focuses on exploratory research regarding students\u27 preference to learn in a virtual world environment vs. classic text-based learning management systems. Three in-depth interviews were conducted with undergraduate students after using the virtual world called There. Our preliminary findings indicate that there is some preference for using virtual worlds over the learning management systems. However, there were some issues encountered that could hamper the use of virtual worlds for teaching college courses. This research contributes to the design and use of computer-support learning environments