{"title":"Personalisation of 3D Virtual Spaces for Enhanced Ubiquitous Learning","authors":"N. Saleeb, Georgios A. Dafoulas, M. Loomes","doi":"10.4018/978-1-5225-0125-1.CH004","DOIUrl":"https://doi.org/10.4018/978-1-5225-0125-1.CH004","url":null,"abstract":"This study explores, using experiments, the effects of different architectural design features of 3D virtual educational buildings on higher-education learners during online e-learning sessions. Architectural features tested include shape, lighting, dimensions, colours and textures. Learners are divided into three groups: under-graduates, post-graduates, and adult learners. Results are demonstrated comprising charts and statistics capturing the extent of learners' enjoyment, information retention, and participation from being inside different 3D virtual spaces with different design characteristics. Consequently, design characteristics causing highest student retention, participation and contentment are established for design of a better 3D virtual learning environment (VLE). These provide guidelines for customised design practices inside 3DVLEs to create 3D virtual educational spaces best suited for ubiquitous “any-time” “any-place” e-learning of each individual student. This will aid in guiding the otherwise current ad-hoc design approach to building educational facilities in 3DVLEs.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123021266","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
F. Nunes, Manuel C. Zunguze, K. Hannel, Fabiano Ferreira Antunes, Sérgio Roberto Kieling Franco, J. V. D. Lima
{"title":"Analysis of Users in an Immersive Environment for Teaching Science","authors":"F. Nunes, Manuel C. Zunguze, K. Hannel, Fabiano Ferreira Antunes, Sérgio Roberto Kieling Franco, J. V. D. Lima","doi":"10.4018/978-1-5225-4206-3.CH006","DOIUrl":"https://doi.org/10.4018/978-1-5225-4206-3.CH006","url":null,"abstract":"Virtual worlds can be considered immersive e-learning environments, whose characteristics of interactivity, immersion, and collaboration can be applied in different areas of teaching, such as in the field of sciences. In this way, this chapter presents the construction of a virtual world to aid in the teaching of sciences in which different types of learning materials and simulations were developed in the OpenSim platform. A group of sixth grade students used the immersive environment for a semester, being evaluated their learning through a pre- and posttest applied together with an analysis of their learning styles, being realized a correlation between the results obtained. Added to this, usability assessments with interviews about the environment was applied. The results demonstrated the potential of virtual worlds to contribute to the adaptation of the different learning styles in a class and their contribution to the improvement of the learning process.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114141593","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Mørch, V. Caruso, Melissa D. Hartley, B. Ludlow
{"title":"Creating Contexts for Collaborative Learning in a 3D Virtual World for Distance Education","authors":"A. Mørch, V. Caruso, Melissa D. Hartley, B. Ludlow","doi":"10.4018/978-1-5225-3719-9.ch007","DOIUrl":"https://doi.org/10.4018/978-1-5225-3719-9.ch007","url":null,"abstract":"The purpose of this chapter is to explore the contexts that teachers can create to promote collaborative learning in 3D virtual learning environments. The authors report on the findings of a case study using the 3D virtual world Second Life in a preservice teacher distance education program. Two types of contexts are identified: social interaction (social context) and instructor's scaffolding (pedagogical context). The anonymity represented by avatars in the 3D environment allowed learners to engage in social interaction and practice collaboration skills. Scaffolding involved several stages: scaffold the students' learning of the new technology, plan the course structure, implement the procedures during the lesson, and facilitate transitions between activities. The study also identifies the potential for a third context (emotional context), as the participants—both the instructor and the students—report a need to express emotions in many situations, but the environment does not seamlessly support this mode of communication.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124411922","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Affordances of 3D Virtual Learning Environments","authors":"Hisae Matsui, T. Ahern","doi":"10.4018/978-1-5225-8179-6.ch005","DOIUrl":"https://doi.org/10.4018/978-1-5225-8179-6.ch005","url":null,"abstract":"The purpose of this chapter is to examine participants' perceived affordances of three-dimensional virtual learning environments (3D VLEs) in developing interpersonal emotional connections with their partners during the initial stage of the virtual exchange. To fulfill the purpose, two Japanese and two American students were paired and participated in sessions within two differently designed virtual environments using the same 3D virtual application. The results indicate that the participants tend to find avatars useful as a cue that helps in recalling previous conversations and in avoiding long silences. Additionally, the affordances of the 3D VLEs heightened the experience of co-presence. However, for non-native speakers, this experience also created increased anxiety. Finally, the results show the affordances affected the participants much more strongly during the first several sessions but were mitigated by other factors as the sessions continued.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132727752","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Virtual Worlds in Geoscience Education","authors":"Annalisa Boniello, E. Paris, Flavia Santoianni","doi":"10.4018/978-1-5225-8179-6.ch037","DOIUrl":"https://doi.org/10.4018/978-1-5225-8179-6.ch037","url":null,"abstract":"Describes studies and research on geoscience education in virtual worlds. A correlation between spatial reasoning skills and professional performance in many scientific fields has been demonstrated. Traditional models of education are linked by the ideas that the relationship between teacher and students is asymmetric; the teacher transmits information and the students receive it; With the Web 2.0, traditional models of education should have been passed in favor of post-cognitivist models, where knowledge is distributed, situated and embodied. In this framework of interpretation, learning is no more a task-oriented process and knowledge is no longer transmitted but shared, co-constructed, and negotiated within a learning community. Likewise, Web 2.0 learning approaches allow users to interact and collaborate with each other in a social media dialogue as creators of user-generated content in a virtual community, in contrast to previous websites where people were limited to passive viewing of content.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132261055","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Shyam Diwakar, R. Radhamani, G. Sujatha, Hemalatha Sasidharakurup, Akhila Shekhar, K. Achuthan, Prema Nedungadi, R. Raman, B. Nair
{"title":"Usage and Diffusion of Biotechnology Virtual Labs for Enhancing University Education in India's Urban and Rural Areas","authors":"Shyam Diwakar, R. Radhamani, G. Sujatha, Hemalatha Sasidharakurup, Akhila Shekhar, K. Achuthan, Prema Nedungadi, R. Raman, B. Nair","doi":"10.4018/978-1-4666-6154-7.CH004","DOIUrl":"https://doi.org/10.4018/978-1-4666-6154-7.CH004","url":null,"abstract":"Information and Communication Technology (ICT)-enabled virtual laboratories provide an online learning experience with the aid of computer-based instructional materials (animation, simulation, and remote-trigger experiments) for improving the active learning process. The project reported on in this chapter was set up in order to enhance university and college education, which is now becoming an advanced training environment for solving the geographical, social, and economic challenges faced in the interdisciplinary field of science education, especially in India. In order to study the role of biotechnology virtual laboratories in the current education system, a pedagogical survey, via workshops and online feedback, was carried out among several student and teacher groups of different Indian universities. This chapter reports how virtual labs in biotechnology can be used to improve teaching and learning experiences in an easy and understandable way with user interaction and how such tools serve to effectively reduce the problems of laboratory education especially in remote areas. The results obtained from user-feedback analysis suggest the use of virtual labs as a recommended component in blended education in large classroom scenarios for enhancing autonomous learning process and as an alternative to enhance lab education in geographically remote and economically challenged institutes.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"146 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132294016","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Krista Terry, Amy Cheney, Les Bolt, Terry McClannon, R. Sanders
{"title":"Facilitating Communities of Practice in Online Immersive Learning Environments","authors":"Krista Terry, Amy Cheney, Les Bolt, Terry McClannon, R. Sanders","doi":"10.4018/978-1-4666-8847-6.CH011","DOIUrl":"https://doi.org/10.4018/978-1-4666-8847-6.CH011","url":null,"abstract":"This exploratory study is based on survey research involving graduate students using this 3D immersive environment for their coursework. Investigators examined students' perceptions of community and presence via coursework offered in the immersive world. Utilizing the Sense of Community II index and the Communities of Inquiry survey, variables examined include students' time within their graduate programs, time spent in the 3D environment, and their levels of immersion, as well as the relationship between the two instruments. Analysis showed significant results for each of the research questions for both instruments, and allowed for a number of new research directions including that of the correlation of community and presence, along with the potential for design based research informed by systems thinking as a potential new area of interest.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127506028","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Applied Areas of Three Dimensional Virtual Worlds in Learning and Teaching","authors":"Reza Ghanbarzadeh, A. Ghapanchi","doi":"10.4018/978-1-5225-8179-6.ch008","DOIUrl":"https://doi.org/10.4018/978-1-5225-8179-6.ch008","url":null,"abstract":"Three Dimensional Virtual Worlds (3DVW) have been substantially adopted in educational and pedagogical fields worldwide. The current study conducted a systematic literature review of the published research relevant to the application of 3DVWs in higher education. A literature search was performed in eight high-ranking databases, and following scrutiny according to inclusion criteria, 164 papers were selected for review. The systematic literature review process was summarized, reviews undertaken by the authors, and results about the applicability of 3DVWs in higher education were extracted. A wide variety of application areas for the 3DVWs in higher education were found, and were classified into five main categories. Various 3DVW platforms and virtual environments used for educational goals were also identified. The results revealed Second Life as the most popular 3DVW platform in higher education. This study also found that by using 3DVW technology a wide range of virtual environments and virtual tools have been designed and applied in teaching and learning for higher education.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120972241","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Caroline Porto Antonio, J. Simão, J. Alves, J. B. Silva, Aline Coêlho dos Santos
{"title":"Using 3D Virtual Worlds Integrated to Remote Experimentation in Sciences Teaching","authors":"Caroline Porto Antonio, J. Simão, J. Alves, J. B. Silva, Aline Coêlho dos Santos","doi":"10.4018/978-1-5225-1034-5.CH009","DOIUrl":"https://doi.org/10.4018/978-1-5225-1034-5.CH009","url":null,"abstract":"Considering the need to stimulate the interest of students, it is essential to create more attractive environments for teaching, and laboratory activities are indicated as essential to correlate theory and practice. The use of remote labs allows students access remotely at anytime and anywhere, a real lab equipment. The integration of remote experiments with 3D virtual worlds allows the creation of a rich environment for contextualization of laboratory activity, providing the user with additional information about the experiment. Thus, this article aims to understand and relate existing jobs currently about virtual 3D worlds using the integrated Remote Experiments.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"885 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120971349","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Intelligent Approach for Virtual Chemistry Laboratory","authors":"S. Mehta, Monika Bajaj, H. Banati","doi":"10.4018/978-1-4666-9474-3.CH016","DOIUrl":"https://doi.org/10.4018/978-1-4666-9474-3.CH016","url":null,"abstract":"Formal learning has shifted from the confines of institutional walls to our home computers and even to our mobiles. It is often felt that the concept of e-learning can be successfully applied to theoretical subjects but when it comes to teaching of science subjects like chemistry where hands on practical training is must, it is inadequate. This chapter presents a hybrid approach (amalgamation of concepts of machine learning technique with soft computing paradigm) to develop an intelligent virtual chemistry laboratory (IVCL) tool for simulating chemical experiments online. Tool presents an easy to use web based interface, which takes as input the reactants and presents results in the form of - type of reaction occurred and the list of possible products. Technically, the IVCL tool utilizes naïve bayes algorithm to classify the type of reactions and then applies genetic algorithm inspired approach to generate the products. Subsequently it employs system of equations method to balance the reactions. Experimental evaluations reveal that proposed IVCL tool runs with 95% accuracy.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126956239","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}