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1.
Second Life has become increasingly popular with educators and educational institutions, because of the educational possibilities it seems to offer. While there has been a lot of hype and academic publications about educational design or the theoretical framing of teaching in virtual environments, there have been few publications focussing on actual teaching and learning experiences of lecturers and students in Higher Education institutions. This article uses practical examples from an introductory course on Media studies taught at the Hong Kong Polytechnic University to demonstrate that even simple tasks in Second Life can be used to great effect if properly contextualised into the course being taught. High levels of technical skills, or extraordinary educational designs are less important to employing Second Life successfully in a Higher Education environment, than a proper evaluation of student learning outcomes, and teaching goals.  相似文献   

2.
Using a framework of cognitive, social, and teaching presence, the nature of learning experiences in a three-dimensional virtual world environment (Second Life) and a text-chat learning environment without visuals (TeachNet) were investigated. A mixed method of code frequencies, coherence graphs, interviews, and a survey was used. The results revealed that the TeachNet debates included more cognitive presence codes that indicate higher levels of cognitive processing than in SL debates. The teams were significantly different from each other in the collaboration style for developing arguments and in the ways to use utterances associated with cognitive, social, and teaching presences, and the groups’ collaboration style became more established with more experience with the tasks. The three critical factors–tool, tasks and group cohesion–that affect cognitive, teaching, and social presence are discussed.  相似文献   

3.
This study examines a blended learning setting in an undergraduate course in psychology. A virtual learning environment (VLE) complemented the face-to-face lecture. The usage was voluntary and the VLE was designed to support the learning process of the students. Data from users (N = 80) and non-users (N = 82) from two cohorts were collected. Control variables such as demographical data, attitude towards the learning subject, computer literacy, motivation, learning effort and available infrastructure were captured by means of a self-report. As a learning outcome, the grade in the final exam was included. For the VLE-users, the mean performance in the VLE was taken as a predictor for success in the final exam. Two different groups of VLE-users were observed and classified into ’light and ’heavy’ users. The results showed that among those students who had spent two or more hours per week for pre- and post processing of the lectures, ‘heavy’ VLE-users performed better than non-users in the final exam. Additionally, the ‘heavy’ users’ performance in the VLE was the best predictor for the grade in the final exam. We discuss the results in the context of self-regulated learning competence.  相似文献   

4.
The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose, the MMORPG Gersang was used. The participants, consisting of ninth graders, played the game until they all reached the third level to ensure that they have the same gaming ability prior to gaming for the study. Three meta-cognitive strategies were developed: self-recording, modeling and thinking aloud. Those strategies are specially related to gaming activities and applied in pre-gaming activities, gaming activities, and post-gaming activities. Three meta-cognitive strategies were set as independent variables. The social problem solving ability was set as a mediating variable, and academic achievement and scores in the game were chosen as dependent variables. The path between meta-cognitive strategies and both academic achievement and game performance by mediating social problem solving abilities were discovered. The social problem solving ability, which is the mediating variable, affects the academic achievement and the game performance very strongly. These results imply that a commercial game playing in conjunction with meta-cognitive strategies can be an effective way to increase students’ performance both in learning and gaming by keeping them involved. Talking and observation activities such as thinking aloud and modeling are more effective than writing activities in enhancing the students’ achievements both in learning and gaming.  相似文献   

5.
Desktop virtual reality is an emerging educational technology that offers many potential benefits for learners in online learning contexts; however, a limited body of research is available that connects current multimedia learning techniques with these new forms of media. Because most formal online learning is delivered using learning management systems, it is important to consider how to best integrate the visually complex and highly concrete desktop virtual reality into more text-driven and abstract environments such as those found in learning managements systems. This review of literature examines recent signaling literature within the context of multimedia learning and hypermedia learning. Signaling is a technique that involves using cues to emphasize important information in materials (Mayer, 2009, pp. 108–117). The analysis concluded that the depth and breadth of signaling literature is severely lacking. While certain related bodies of literature can be used to inform signaling research in desktop virtual reality and online learning management systems, no studies were found that directly address these topics. This article makes several important contributions to the body of signaling literature. First, based on what is known through literature, this article is a first attempt at examining signaling as a technique for integrating desktop virtual reality with online learning management systems. Second, this analysis resolves an important gap in literature by differentiating between signaling and cueing. Third, this article provides a survey of recent signaling-related literature and identifies specific areas that inform future work with desktop virtual reality delivered using online learning management systems. Finally, a taxonomy for classifying multimedia and hypermedia is presented as a tool for more effectively describing interventions used in signaling research.  相似文献   

6.
7.
The objective of this study is to present and to evaluate the E-Junior application: a serious virtual world (SVW) for teaching children natural science and ecology. E-Junior was designed according to pedagogical theories and curricular objectives to help children learn about the Mediterranean Sea and its environmental issues while playing. In this study, we present data about the E-Junior evaluation. A class in a serious virtual world (virtual group) was compared with a traditional type of class (traditional group) that contained identical learning objectives and contents but lacked a gaming aspect. Data collection consisted of quantitative and qualitative measures on a sample of 48 children. With regards to learning effectiveness, the results showed that the serious virtual world does not present statistically significant differences with the traditional type of class. However, students from the virtual group reported enjoying the class more, being more engaged, and having greater intentions to participate than students from the traditional group. The plausible explanation for this can be found in the qualitative data. The implications of these results and improvement proposals are also discussed in this work.  相似文献   

8.
In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative learning techniques to the Second Life platform. Our aim is to assess the applicability of Second Life for collaborative learning by developing virtual tools and metaphors and exploiting the representational richness of this novel medium. In order to enhance the existing metaphors and affordances of SL, our research team implemented educational spaces, avatar clothing, and tools for non-verbal communication and visualisation. By implementing a blended learning evaluation approach we attempted to answer three research questions focusing on student collaboration, avatar representation and learning space awareness. We can conclude that SL can supplement and/or augment face to face interactions, improving upon previous approaches in distance collaboration and communication. Furthermore, although our team augmented SL’s ability to support collaborative learning, avatar representation does not seem to scale well. Finally, the majority of the implemented affordances and metaphors seem to have enhanced collaboration and learning space awareness.  相似文献   

9.
Due to limited budgets and manpower, most elementary schools in Taiwan do not plan or provide library instruction for students. Although students can use libraries, they typically lack the knowledge needed to use library resources effectively. Consequently, students have difficulty finding the books they need and can easily become overwhelmed by the massive amount of information in libraries. Computer-assisted instruction for teaching basic library skills to large numbers of students is an appealing method. Particularly, developing augmented reality (AR) technologies for learning have garnered considerable attention in education research. Many researchers and scholars believe that integrating teaching and AR enhances student learning performance and motivation. This work develops an educational AR system based on situated learning theory, and applies innovative augmented reality interactive technology to a library’s learning environment. Student library knowledge can be enhanced via the proposed augmented reality library instruction system (ARLIS). Experimental results demonstrate that student learning performance is improved significantly by using the proposed ARLIS. Moreover, this work demonstrates that using the proposed ARLIS for library instruction results in the same learning performance as conventional librarian instruction and there is no gender difference on learning performance between the proposed ARLIS and conventional librarian instruction. Moreover, the proposed library instruction system overcomes shortcomings of personal teaching skills of librarians that may adversely affect student learning performance by conveying the same learning content to all students. Additionally, the proposed system results in better learning performance for learners with the field-dependent cognitive style than learners with the field-independent cognitive style. Further, the proposed system provides more benefits in terms of library skills of application and comprehension than conventional librarian instruction. Moreover, the learning performance of students is not affected by their gaming skills. Therefore, student gaming skills do not need to be considered when adopting the proposed system in library instruction programs.  相似文献   

10.
A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life®, a multi-user virtual environment intended for adult users 18 and older, is the most cited in educational literature, so it is important to explore how college-aged students are using it to form online learning communities. Previous research suggests that there is unbalanced participation between traditional college-aged men and women with regards to 3D multi-user video games, which closely resemble Second Life®. In this research study, we investigated in what manner women and men college students projected their virtual identities and engaged in interaction in Second Life®, and how this influenced their learning of course content. Analysis of multiple data sources revealed that conceptions of identity, beliefs of the nature of the virtual world, and technical skill were primary factors which affected group cohesion and learning within the community. Results from this study can provide insight into the class activities that can support all learners in accessing and contributing to the multi-user virtual environment learning community.  相似文献   

11.
This study explores tertiary students’ interaction with a haptic virtual model representing the specific binding of two biomolecules, a core concept in molecular life science education. Twenty students assigned to a haptics (experimental) or no-haptics (control) condition performed a “docking” task where users sought the most favourable position between a ligand and protein molecule, while students’ interactions with the model were logged. Improvement in students’ understanding of biomolecular binding was previously measured by comparing written responses to a target conceptual question before and after interaction with the model. A log-profiling tool visualized students’ movement of the ligand molecule during the docking task. Multivariate parallel coordinate analyses explored any relationships in the entire student data set. The haptics group produced a tighter constellation of collected final docked ligand positions in comparison with no-haptics students, coupled to docking profiles that depicted a more fine-tuned ligand traversal. Students in the no-haptics condition employed double the amount of interactive behaviours concerned with switching between different visual chemical representations offered by the model. In the no-haptics group, this visually intense processing was synonymous with erroneously ‘fitting’ the ligand closer distances to the protein surface. Students who showed higher learning gains tended to engage fewer visual representational switches, and were from the haptics group, while students with a higher spatial ability also engaged fewer visual representational switches, irrespective of assigned condition. From an information-processing standpoint, visual and haptic coordination may offload the visual pathway by placing less strain on visual working memory. From an embodied cognition perspective, visual and tactile sensorimotor interactions in the macroworld may provide access to constructing knowledge about submicroscopic phenomena. The results have cognitive and practical implications for the use of multimodal virtual reality technologies in educational contexts.  相似文献   

12.
This paper reports on the elicitation of requirements for Virtual Actors in Collaborative Virtual Learning Environments (CVLEs). The methodological approach followed involves the phased development of a series of learning environments which are observed in use by parents, children and teachers. The focus of study is on the interactivity and social communication issues that arise in the learning situation. The research uses as its case study the work of the Manchester Museum Education Service with children at Key Stage Level 2 (9–11 years old) of the National Curriculum. The particular learning situation is based on senet, an ancient Egyptian board game from the Museum’s collection of artefacts from the pyramid builders’ town of Kahun. Results are presented of the first phase prototype, a single display groupware system where interactions take place face-to-face in the ‘real-world’ external to the environment. Results are also presented of the second phase prototype, a multi-user groupware environment in which the users are remotely located and interaction is mainly internal to the environment. The paper discusses how the results from these two phases are being used to establish requirements for a CVLE to be developed in the third phase of research.  相似文献   

13.
Due to the lengthy learning process associated with complicated clinical techniques, undergraduate radiotherapy students can struggle to access sufficient time or patients to gain the level of expertise they require. By developing a hybrid virtual environment with real controls, it was hoped that group learning of these techniques could take place away from the clinical departments.  相似文献   

14.
The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE). This highlights a shift in Web-based learning from a conventional multimedia to a more immersive, interactive, intuitive and exciting VR learning environment. VRLEs simulate the real world through the application of 3D models that initiates interaction, immersion and trigger the imagination of the learner. The question of good pedagogy and use of technology innovations comes into focus once again. Educators attempt to find theoretical guidelines or instructional principles that could assist them in developing and applying a novel VR learning environment intelligently. This paper introduces the educational use of Web-based 3D technologies and highlights in particular VR features. It then identifies constructivist learning as the pedagogical engine driving the construction of VRLE and discusses five constructivist learning approaches. Furthermore, the authors provide two case studies to investigate VRLEs for learning purposes. The authors conclude with formulating some guidelines for the effective use of VRLEs, including discussion of the limitations and implications for the future study of VRLEs.  相似文献   

15.
Knowledge sharing is an important component of knowledge management systems. Security knowledge sharing substantially reduces risk and investment in information security. Despite the importance of information security, little research based on knowledge sharing has focused on the security profession. Therefore, this study analyses key factors, containing attitude, self-efficacy, trust, norm of reciprocity, and shared language, in respect of the information security workers intention to share knowledge. Information security professionals in virtual communities, including the Information Security Professional Association (ISPA), Information Systems Security Association (ISSA), Society of Information Risk Analysts (SIRA), and LinkedIn security groups, were surveyed to test the proposed research model. Confirmatory factor analysis (CFA) and the structural equation modelling (SEM) technique were used to analyse the data and evaluate the research model. The results showed that the research model fit the data well and the structural model suggests a strong relationship between attitude, trust, and norms of reciprocity to knowledge sharing intention. Hypotheses regarding the influence of self-efficacy and reciprocity, to knowledge sharing attitude were upheld. Shared language did not influence either the attitude or intention to share knowledge.  相似文献   

16.
This study investigates the effectiveness digital game-based learning (DGBL) on students’ problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a total of 44 students (15–16 years old), were randomly assigned to one of two conditions: an experimental group (incorporating DGBL) and a comparison group (taught using traditional instruction). Two-way mixed ANOVA was employed to evaluate changes in problem solving ability and compare the effectiveness the two strategies, while ANCOVA was used to analyze the effects on learning motivation and academic achievement. The results of this study are summarized as follows: (1) The DGBL strategy was clearly effective in promoting students’ problem solving skills, while the control group showed no improvement. Additionally, data from the mid-test and post-test demonstrate that, as a higher order thinking skill, problem-solving requires a full semester to develop. (2). DGBL resulted in better learning motivation for students in the experimental group as compared to learners receiving TI. (3) Contrary to some suggestions that digital games could inhibit academic achievement, no statistically significant difference was found between the two groups. Most importantly, the quantitative improvement in problem-solving and learning motivation suggest that DGBL can be exploited as a useful and productive tool to support students in effective learning while enhancing the classroom atmosphere. Future research in DGBL should emphasize the evaluation of other higher order elements of the cognitive domain in terms of academic achievement outcomes and skills, such as critical and creative thinking.  相似文献   

17.
Video games possess many unique features that facilitate learning. Meanwhile, teaching about evolution is never an easy task due to the existence of some barriers to its learning. Virtual Age, therefore, has been developed in an attempt to harness the power of gaming to increase student understanding of biological evolution. The aim of this study was to examine whether Virtual Age is effective for learning about evolution and to further explore the interplay of student concept learning, gaming performance, and in-game behaviors. A total of 62 7th graders took part in the study, and significant findings were revealed. The students did learn by playing Virtual Age, and their long-term knowledge retention was promising. The in-game behaviors, such as times and duration of viewing the relevant information embedded in Virtual Age, were significantly related to gaming performance (game score), which subsequently influenced learning outcomes. Moreover, the results of cluster analysis indicated that three clusters of low learning outcomes/low gaming performance, high learning outcomes, and high gaming performance emerged. Overall, Virtual Age is an effective game for learning about evolution based on its sound and sophisticated design. Implications derived from the study and suggestions for future work are proposed.  相似文献   

18.
The main purpose of this study was to develop an instrument to measure the attitudes of elementary students towards smart board (SB) use in education. A sequential exploratory mixed method was used. So the study started with a qualitative approach to establish the content and face validity of the scale, followed by a quantitative approach to test the construct validity and reliability of the scale items. Ten students, one teacher trainer specialized in SB use, three teachers experienced in SB use, and a language expert participated in the qualitative part. Data from 203 elementary students from two local schools in Malatya, Turkey, were used to test the psychometric properties of ‘smart board attitude scale’ (SBAS). The exploratory factor analysis (FA) yielded a two-factor model with 10 items. The goodness of fit indices produced by confirmatory FA confirmed the fit of the model to the data. Reliability of SBAS was also proved through multi-analyses.  相似文献   

19.
The power of a web-based forensic science game to teach content and motivate STEM careers was tested among secondary students. More than 700 secondary school students were exposed to one of the three web-based forensic cases for approximately 60 min. Gain scores from pre-test to a delayed post-test indicated significant gains in content knowledge. In addition, the game’s usability ratings were a strong predictor of learning. A positive relationship between role-play experience and science career motivation was observed, which suggests a role for authentic virtual experiences in inspiring students to consider STEM careers.  相似文献   

20.
Looking for more active and motivating methodological alternatives from the students’ perspective, which promote analysis and investigation abilities that make the student a more participative agent and some learning processes are facilitated, a practical study was conducted in the University of La Sabana (Chía, Colombia), in Computing Engineering (INF) and Agroindustrial Production Engineering (IPA) academic programs under the guiding question: Is Second Life an attractive tool for students, does it increment motivation, promote participation and facilitate learning processes in electronic related subjects in Engineering degrees?Second Life (SL) platform was then used as a traditional on-site class complement in electronic related subjects. A follow up was conducted with several groups during a year and a half, some students followed the subject with the traditional on-site methodology and others did it following a mixed methodology that combined traditional on-site lessons with virtual sessions trough SL, making a comparison and applying a quantitative as well as a qualitative methodology for the information analysis and recollection.After the specified study period it was found that using SL as part of the methodology, increments motivation toward electronic related subjects, and promotes participation and investigation, due to the fact that this tool makes learning possible in a funnier, more interactive and deeper way than if it had been taught in a master class. Having real-time access from a virtual classroom to all types of audiovisual information, helps more senses get involved in the learning process, making it more effective; nevertheless a weakness was detected related to the attention and concentration: students tend to get distracted, because their classroom is the computer and from there they have access not only to the many worlds of SL but to all the social networks and the Internet in general.  相似文献   

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