{"title":"Designing a Learning Analytic System for Assessing Immersive Virtual Learning Environments","authors":"Donna Russell, Steven E. Wallis","doi":"10.4018/978-1-4666-9629-7.CH024","DOIUrl":"https://doi.org/10.4018/978-1-4666-9629-7.CH024","url":null,"abstract":"The purpose of this chapter is to develop a template for the evaluation of learning in an educational game. In this case, gaming is referred to as 3D immersive virtual learning environments. Problem-based learning is the design template for the IVLE as it engages learners in defined learning behaviors that have been shown to encourage advanced problem-based learning. As a result of this holistic design procedure the learning analytic system proposed in this chapter is an integrated system that can be linked to P-12 educational programs augmenting their traditional programs and providing alternative instructional procedures, alternative learning processes for students and a standards-based but a more individualistic and thus viable assessment of learning to replace an outdated learning assessment model.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"297 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":"115284919","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":"Reviewing the Effectiveness and Learning Outcomes of a 3D Virtual Museum","authors":"Greg Jones, A. D. Alba","doi":"10.4018/978-1-5225-8179-6.ch003","DOIUrl":"https://doi.org/10.4018/978-1-5225-8179-6.ch003","url":null,"abstract":"This comparative descriptive mixed methods pilot study reports results of a joint research pilot study between the University of North Texas (UNT) and the Autonomous University of the State of Mexico (UAEM). Data was collected and analyzed for effectiveness, usability, and knowledge acquisition in the Leopoldo Flores Museum located in Mexico, and its online 3dimensional replica. The primary results of this research show a) students using the virtual environment first and then visiting the museum exhibited better knowledge acquisition about the museum and had higher level of discourse when on the guided tour, and b) the virtual museum experience, when used alone, was a comparable experience to the actual museum guided tour in both knowledge gained and satisfaction.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"117 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":"115736905","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}
J. Laffey, T. Sadler, S. Goggins, Joe Griffin, Ryan Nicholas Babiuch
{"title":"Mission HydroSci","authors":"J. Laffey, T. Sadler, S. Goggins, Joe Griffin, Ryan Nicholas Babiuch","doi":"10.4018/978-1-5225-8179-6.ch030","DOIUrl":"https://doi.org/10.4018/978-1-5225-8179-6.ch030","url":null,"abstract":"Distance Learning through game-based 3D virtual learning environments has promise for helping rural and other communities that have become increasingly dependent upon online learning to meet the Next Generation Science Standards. The team developing Mission HydroSci (MHS) envisions a learning product that integrates a game-based 3D VLE with a learning progressions approach to curriculum and innovative methods for teacher support and learning analytics. MHS uses an eight level game which at each level immerses students in a simulation environment for learning about water systems and then requires the student to put that knowledge into practice in a context of developing their competencies for scientific argumentation. This chapter describes the vision for MHS at the beginning of the development process funded by a grant award from the Investing in Innovation (i3) Fund of the U.S. Department of Education.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"36 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":"123512343","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":"Integrating Virtual Reality Tools Into Classroom Instruction","authors":"J. Oigara","doi":"10.4018/978-1-5225-8179-6.CH018","DOIUrl":"https://doi.org/10.4018/978-1-5225-8179-6.CH018","url":null,"abstract":"Virtual reality (VR) is an emerging possibility for delivering educational content and experiences to students. Virtual Reality's use in education has long been discussed however; one of the main challenges is that VR was unaffordable. Today VR has evolved; the technology is mainstreamed, inexpensive, and more accessible. This chapter will examine the benefits of using VR tools (Google Cardboard), a 3D viewer in conjunction with Smartphone, for educational applications. Related studies suggest that VR tools are effective in subjects where an interactive environment is needed.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"150 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":"115891918","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":"Integrating Virtual Spaces","authors":"Peggy Hartwick, N. Nowlan","doi":"10.4018/978-1-5225-8179-6.CH006","DOIUrl":"https://doi.org/10.4018/978-1-5225-8179-6.CH006","url":null,"abstract":"This chapter explores perspectives from general learning theories in relation to affordances of 3D virtual learning environments (3DVLEs) in order to substantiate a theoretically informed pedagogical design process. Following this review, the authors describe 3DVLE space and task design used as part of an English for Academic Purpose (EAP) course at a Canadian university. The design process is then contextualized according to a Phillips, McNaught, and Kennedy's (2010, 2012) learning framework called Learning Environment, Learning Processes, and Learning Outcomes (LEPO). The authors share sample tasks and screen shots of the 3DVLE, as well as teacher and designer recommendations for future designs. In conclusion, the authors stress the importance of drawing on multiple learning theories to illuminate the affordances of the space. Further, they call for empirical research that makes use of telemetric data in the assessment of learner interaction in relation to achieving learning outcomes and predicting learner success.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"31 10 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":"134379569","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 Use of Virtual Worlds in Foreign Language Teaching and Learning","authors":"Ellen Yeh, Guofang Wan","doi":"10.4018/978-1-4666-9837-6.CH007","DOIUrl":"https://doi.org/10.4018/978-1-4666-9837-6.CH007","url":null,"abstract":"This book chapter presents, a review of the literature from 2004-2014 regarding the various models of virtual worlds used in foreign language teaching and learning, the impact of virtual world learning environments and the implications of language teaching. The study being reported aims to address the following questions: (1) What are the models of virtual worlds used in language learning instruction in K-12 and higher education; (2) How do VWLEs impact language learning in terms of motivation, communicative competency, intercultural competency, collaborative competency, constructivist learning, and sociocultural competency; and (3) What are the implications of using VWLEs in foreign language teaching and learning? Results indicate that social context and task-based learning enhanced language learners' participation and motivations. Findings also indicate that consistent use of interactional strategies encouraged learners to engage in the tasks and stay motivated. The study suggested that a VWLE offers a motivating, engaging, and multi-dynamic environment for language learners.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"36 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":"132316753","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}
T. Cinto, H. M. A. Leite, S. N. Carvalho, Cecilia Sosa Arias Peixoto, D. Arantes
{"title":"3D Virtual Learning Environments","authors":"T. Cinto, H. M. A. Leite, S. N. Carvalho, Cecilia Sosa Arias Peixoto, D. Arantes","doi":"10.4018/978-1-5225-8179-6.ch009","DOIUrl":"https://doi.org/10.4018/978-1-5225-8179-6.ch009","url":null,"abstract":"Heated debates involving reforms in the educational system are becoming more and more frequent in recent years, mostly due to the increasingly evident shortcomings in the educational system and its difficulties to evolve at the same pace as technological development. Since nowadays people spend much of their time interacting directly or indirectly with technological devices, one can think of using this involvement with educational purposes. Through this interaction people have easy and inexpensive access to a vast amount of information. In this sense, one can think of methodologies to improve education by focusing on the foundations of knowledge rather than the emphasis on the memorization of contents. Therefore, the aim of this work is to propose and validate an interactive content authoring system as well as a virtual classroom where lessons are taught by avatars in an attempt to make learning experience richer and more motivating to students.","PeriodicalId":348228,"journal":{"name":"Virtual Reality in Education","volume":"108 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":"126161258","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}