184,079 research outputs found
Virtual learning environment for interactive engagement with advanced quantum mechanics
A virtual learning environment can engage university students in the learning
process in ways that the traditional lectures and lab formats can not. We
present our virtual learning environment \emph{StudentResearcher} which
incorporates simulations, multiple-choice quizzes, video lectures and
gamification into a learning path for quantum mechanics at the advanced
university level. \emph{StudentResearcher} is built upon the experiences
gathered from workshops with the citizen science game Quantum Moves at the
high-school and university level, where the games were used extensively to
illustrate the basic concepts of quantum mechanics. The first test of this new
virtual learning environment was a 2014 course in advanced quantum mechanics at
Aarhus University with 47 enrolled students. We found increased learning for
the students who were more active on the platform independent of their previous
performances.Comment: 8 pages, 6 figure
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 socio‐political impact of virtual world learning on higher education remains under‐researched. 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, problem‐solving and the importance of attaining the ‘right answer’ or game plan. Most research to date has been undertaken into students’ 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 ‘learning’ means in such spaces
Computer‐simulated experiments and computer games: A method of design analysis
This paper describes a new research programme to design computer‐simulated experiments in the field of fuels and combustion, and describes a method of categorization based on a taxonomy proposed by Gredler. The key features which enhance science content and process skills are identified The simulations are designed to be as realistic as possible, and are built using three‐dimensional computer‐aided design, rendering and animation tools, with the intention of creating an interactive virtual laboratory on the computer screen. A number of computer games are also categorized against the computer simulations and the same taxonomy for comparison. The paper then describes how designers of computer simulations can add to their own learning by retrospectively analysing their own simulations
+SPACES: Serious Games for Role-Playing Government Policies
The paper explores how role-play simulations can be used to support policy discussion and refinement in virtual worlds. Although the work described is set primarily within the context of policy formulation for government, the lessons learnt are applicable to online learning and collaboration within virtual environments. The paper describes how the +Spaces project is using both 2D and 3D virtual spaces to
engage with citizens to explore issues relevant to new government policies. It also focuses on the most challenging part of the project, which is to provide environments that can simulate some of the complexities of real life. Some examples of different approaches to simulation in virtual spaces are provided and the issues associated with them are further examined.
We conclude that the use of role-play simulations seem to offer the most benefits in terms of providing a generalizable framework for citizens to engage with real issues arising from future policy decisions. Role-plays have also been shown to be a useful tool for engaging learners in the complexities of real-world issues, often generating insights which would not be possible using more conventional techniques
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
Beyond cute: exploring user types and design opportunities of virtual reality pet games
Virtual pet games, such as handheld games like Tamagotchi or video games like Petz, provide players with artificial pet companions or entertaining pet-raising simulations. Prior research has found that virtual pets have the potential to promote learning, collaboration, and empathy among users. While virtual reality (VR) has become an increasingly popular game medium, litle is known about users' expectations regarding game avatars, gameplay, and environments for VR-enabled pet games. We surveyed 780 respondents in an online survey and interviewed 30 participants to understand users' motivation, preferences, and game behavior in pet games played on various medium, and their expectations for VR pet games. Based on our findings, we generated three user types that reflect users' preferences and gameplay styles in VR pet games. We use these types to highlight key design opportunities and recommendations for VR pet games
Using Labster to improve Bioscience student learning and engagement in practical classes
Background:
Virtual laboratory simulations can be used to provide students with an introduction to the laboratories; further they allow students to have safe and 24 h access to learn laboratories skills. The Labster simulations contain theoretical questions which must be correctly answered before the user can progress to the next stage. Further supplementary theory is available throughout the simulation. Following pilot studies last year; we now report on 2 cohorts of students who used the Labster simulations within core modules.
We have used thes Labster simulations in a core level 4 Biochemistry module (207 students used out of 350 on the module) and level 5 Molecular Biology and Genetics module (26 students of 68 registered on the module copleted a survey).
Students completed surveys with Likert type responses to determine how the students felt that the virtual simulations had enhanced their theoretical knowledge and prepared them for practical classes.
Future work:
Labster simulations have been favourably reported on by students in both level 4 and 5. However a challenge remains to encourage all students to complete the simulations. Participation was greater in the level 4 module where the Labster Learning Outcomes aligned more closely to the module Learning Outcomes
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