28 research outputs found

    The development and evolution of transactive memory system over time in MUVEs

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    CSCW in education is a topic that drew a lot of attention over the years, and Multi User Virtual Environments (MUVEs) are one of the tools utilized by many educators to support their teaching objectives. MUVEs enable students to connect, immerse and interact with their peers and the environment, and synchronously engage and collaborate in learning activities. Effective communication and collaboration contributes to student learning, and the topic of Transactive Memory System (TMS) within working groups has been found to be very beneficial. TMS relates to the representation of the knowledge possessed by the members of a team that allows identifying who knows what, providing efficiency in collaboration. While the use of educational MUVEs has been thoroughly investigated in the literature, little is known about the use of such environments to support TMS and their relationship with working group dynamics. This paper presents the results of a study investigating the development and evolution of a TMS between groups within a MUVE, in order to better understand the dynamics that need to be considered when using MUVEs to support teaching and learning

    A cyber campus to support students experiencing barriers accessing education

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    There are many barriers hindering access to education for some students, significantly affecting their learning experience (Cross, 1981). To mitigate the effects of such barriers, e-learning technologies are widely used. One example of this is the use of cyber campuses. These are 3D environments where students can meet and share information, and synchronously communicate and collaborate (Prasolova-Førland et al., 2006). It has been suggested that the learning experience of students using these cyber campuses is related to their perceptions of presence, awareness, communication and sociability (De Lucia et al., 2009). The educational capabilities of cyber campuses have been investigated thoroughly in the literature (Gregory et al., 2014). However, little is know about the extent to which cyber campuses can support students experiencing barriers hindering access to education. To investigate this, the SHU3DED (Sheffield Hallam University 3D Education) cyber campus was developed, and a mixture of quantitative and qualitative research was performed. A series of experimental studies were performed to i) evaluate the efficacy of SHU3DED to support online learning activities, ii) understand the barriers hindering access to Higher Education, and iii) ascertain the extent to which a cyber campus can alleviate some of these barriers and support students participate in online learning activities. The findings of this research project revealed several barriers impeding access into Higher Education, together with a set of environment characteristics that contribute to the students’ online learning experience. The findings imply that a cyber campus can be a sound social space that supports participation in online learning activities for students experiencing situational and institutional barriers accessing education. The findings provide strong indications that a cyber campus has the potential mitigate some of the barriers that challenge or exclude students from accessing education, allowing them to participate in social online learning activities. As a result of this research project, a list of suggestions for the design and arrangement of cyber campuses have also been devised

    A Prototype that Fuses Virtual Reality, Robots, and Social Networks to Create a New Cyber–Physical–Social Eco-Society System for Cultural Heritage

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    With the rapid development of technology and the increasing use of social networks, many opportunities for the design and deployment of interconnected systems arise that could enable a paradigm shift in the ways we interact with cultural heritage. The project described in this paper aims to create a new type of conceptually led environment, a kind of Cyber−Physical−Social Eco-Society (CPSeS) system that would seamlessly blend the real with virtual worlds interactively using Virtual Reality, Robots, and Social Networking technologies, engendered by humans’ interactions and intentions. The project seeks to develop new methods of engaging the current generation of museum visitors, who are influenced by their exposure to modern technology such as social media, smart phones, Internet of Things, smart devices, and visual games, by providing a unique experience of exploring and interacting with real and virtual worlds simultaneously. The research envisions a system that connects visitors to events and/or objects separated either in time or in space, or both, providing social meeting points between them. To demonstrate the attributes of the proposed system, a Virtual Museum scenario has been chosen. The following pages will describe the RoboSHU: Virtual Museum prototype, its capabilities and features, and present a generic development framework that will also be applicable to other contexts and sociospatial domains

    The use of Cyber Campuses to Support Online Learning for Students Experiencing Barriers Accessing Education

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    Attendance and participation in education are important for students to obtain the experiences necessary to develop their knowledge. However, there are some students who experience challenges hindering their access and participation in Higher Education. To support students, Universities utilise E-Learning. One of the many E-Learning tools is the use of virtual worlds in the form of cyber campuses. This paper investigates the extent to which cyber campuses can help to mitigate barriers and support students experiencing them. A prototype has been developed and a series of empirical studies have been performed. The results of this research suggest that a cyber campus environment can be used as an alternative learning support tool that can enhance online learning experiences, and help to mitigate some of the barriers that hinder access and participation to education. The associated limitations of this research and the future work planned out are also presented

    Lessons learned using a virtual world to support collaborative learning in the classroom

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    © 2020, IICM. All rights reserved. Using technology in education is crucial to support learning, and Virtual Worlds (VWs) are one of the technologies used by many educators to support their teaching objectives. VWs enable students to connect, synchronously interact, and participate in immersive learning activities. Such VW has been developed at Sheffield Hallam University (UK), and is used to support the teaching of a specific module, as well as for conducting empirical research around the topics of Transactive Memory Systems (TMS) and Students Engagement. TMS is a phenomenon representing the collective awareness of a group's specialisation, coordination, and credibility with interesting results. This paper presents the lessons learned while using the VW over the past few years at a higher education institution to support collaborative learning within working groups. A review of these empirical findings is presented, together with the results of a follow up study conducted to further investigate TMS and student Engagement, as well as students perceived Motivation to use a VW for learning, and their Learning Outcomes. The findings of this study are corroborating and contributing to previous results, suggesting that a VW is an effective tool to support collaborative learning activities, allowing students to engage in the learning process, motivate them to participate in activities, and contribute to their overall learning experience

    The Development of Transactive Memory Systems in Collaborative Educational Virtual Worlds

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    The use of 3D virtual worlds in the form of cyber campuses has been introduced in higher education over the past decade to support and enhance stu- dents’ online learning experiences. Considering that students learn in socially constructed ways and through peer collaboration, the development of Transac- tive Memory System - the collective awareness of the group’s specialization, coordination, and credibility - is found to be beneficial for educational purposes. This paper presents the results of a study investigating the extent to which a TMS can be developed within a 3D virtual world educational setting

    Developing a VR Game Featuring Optical Illusion Challenges to Support Cultural Heritage - A Progress Report

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    This paper presents the development state of a Virtual Reality game to support cultural heritage through puzzle-based optical illusion gaming challenges. It is an immersive escape room type of game focusing on the cultural heritage of Cyprus, where players must complete a series of optical illusion challenges to progress, while learning historical information about key landmarks, monuments and objects of significant heritage to the Cypriot community. The main project objective is to bring together various archaeological artefacts in a virtual space and providing an immersive gaming experience to its users/visitors. The paper highlights the need for investigating the topic of VR gaming to support cultural heritage. It presents the development progress to date, including information on the digitisation process, environment design, and the mechanics of the VR game. Some of the future directions of the project are also presented

    Experiences of collaborating and learning through Collab3DWorld

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    Collaboration is an activity that is considered important during the learning process. Good communication between group members is essential to achieve quality output. Recently, virtual worlds gained excessive popularity in educational settings and more and more lecturers are incorporating live activity or lecturing sessions in environments like Second Life (SL). In this work we are investigating how students of a conventional university perceive collaboration, communication and attending lectures in a 3D virtual environment. Initial results show high perception and students’ openness to the 3D world’s experiences
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