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This paper investigates the educational potential of 3D virtual learning environments (VLEs) by analyzing 100 empirical studies published between 2000-2012. It categorizes the studies based on platforms used, research aims, environment development strategies, and learning outcomes. Key findings indicate that 3D VLEs primarily support collaborative learning, enhance cognitive and social skills, and positively influence students' motivation and engagement through immersive experiences.
2009
How to make the learning process interesting and engaging gets more and more concerns from the educators and researchers. In conventional software engineering courses, students are required to develop a window or console application, and the communications among the teachers and students are limited to the classrooms. Nowadays, games, web applications and virtual world applications become more popular due to their rich contents and "openness" for communication. They have been introduced into the teaching and learning in the recent years. We propose to build interactive teaching and learning environment for high education in 3D virtual worlds, to teach software engineering courses. It promotes the students' software engineering skills with increased complexities and commercial product requirements. Moreover, the 3D virtual environments become an open platform that teachers and students communicate and share with each other anytime and anywhere. Through our observations in three semesters' course projects, the students enjoy the software engineering learning and master the software engineering techniques more efficient.
Digital applications in teaching and learning is an urgent need since the online learning system is believed to be able to significantly improve the quality of education due to its nature in passing through time and space which are now very limited. And now, 3D interface system used as a media of online learning has perfected the system of 2D interface system. However, what kind of 3D interface system should be designed in order to increase students' interactivity and engagement towards the system? This paper details a design of 3D interface that can meet the demands of interactivity and engagement required to the system. By applying the Qualitative-Interactive approach, initially data were collected through literature study and interviews with several experienced practitioners in the field of online learning. Based on the results of data analysis, it was concluded that there were two key features that should be included in the design of 3D interface, namely avatar and environme...
Journal of Computer Science
A virtual environment can be anything the users desire it to be; it is their personal, virtual life. Many people cannot physically attend college to undertake their degrees. Even though many educational institutions are providing online courses and degrees, these are still not as interactive as in real life. By using a 3-D virtual environment for educational purposes, users can interact via their own graphical and humanoid selfrepresentations, known as 'avatars'. The virtual world Second Life is used in this research as instructors can use SL to communicate with students and to create objects that can be used to teach course content and skills. The idea of using a virtual environment for educational purposes will involve building a virtual land for the Faculty of IT at one of the universities in Jordan (Petra University). This will enable anyone to virtually access and communicate with the faculty from anywhere in the world. This virtual campus will help solve students' problems, providing details about the content and services the faculty provides, support the social awareness of students and increase communication and discussions on a wide scale.
ABSTRACT In this paper we discuss the potentialities of 3D virtual worlds in education. We argue that assignments in virtual worlds and a constructivist approach go hand in hand. We identify the aspects of virtual worlds (such as ActiveWorlds and SecondLife) that make them useful for education and research, as well as aspects that do not. We found that intertwining real life instructional courses with virtual constructivist courses was very promising in terms of the learning experience.
Educational Media International, 2009
Advances in Game-Based Learning
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.
Learning and Instruction in the Digital Age, 2009
In this chapter, we discuss the potentialities of 3D virtual worlds in education. We argue that assignments in virtual worlds and a constructivist approach go hand in hand. We identify the aspects of virtual worlds (such as ActiveWorlds and SecondLife) that make them useful for education and research, as well as aspects that do not. We found that intertwining real-life instructional courses with virtual constructivist courses was very promising in terms of the learning experience. We demonstrated this 2-fold approach with the "Virtual Worlds" course at the
2010
The potential of 3D virtual worlds to introduce a new educational medium which can serve all types of learning as well as enhance the experience of both the instructor and learner appropriate to the 21 st century classroom has been recognised and explored in previous studies. While participants report enjoyment and even improved learning outcomes, it is unclear what role the technology has played in achieving these benefits. Furthermore, e-learning, with its many forms, has been criticized due to the inability of the technology to provide the means which allows e-learning to become an equivalent alternative to traditional face-to-face learning particularly in terms of effectiveness and quality. The proposed study will examine explore these issues by assessing new alternatives, namely the use of Second Life, to traditional face-to-face education.
British Journal of Educational Technology, 2010
in Singapore. His research interests include teacher education, online learning and technology integration. Wing Sum Cheung is an Associate Professor, also with the same academic group at the
Croatian Journal of Education - Hrvatski časopis za odgoj i obrazovanje, 2016
The purpose of this study was to develop a criteria list to be considered during the selection of 3D virtual world platforms for educational purposes. As the first step in this process a draft list was created by the researchers based on literature review and heuristic investigation. The draft list was reviewed and revised by 2 internal and 4 external experts, and then used as a questionnaire. The items in the finalized criteria list were divided into three categories as follows: 50 items of technical specifications (system/program features, usability, software tools, multimedia tools, security, and cost), 21 items of interaction specifications (avatars, activities, communication tools) and 8 items of educational specifications (teaching/learning activities). Ultimately, the developed criteria list will be helpful for identifying and eliminating the deficiencies and constraints of virtual worlds used for educational purposes. Key words: 3D virtual worlds; criteria list development; ...
2009
There is a growing awareness of virtual 3D worlds such as Second Life and Sun Wonderland within the general population. Virtual 3D worlds are no longer just for the stereotypical geek. By 2011 it is estimated that about 80% of active Internet users will have an "avatar" and a "second life" in some form of virtual world environment. The current virtual world environment is utilized widely as a knowledge and social tool. In recent years, universities are experimenting the use of virtual 3D worlds for teaching and learning. This paper presents a virtual learning environment created using Second Life which provides a common virtual space for students to work collaboratively to accomplish a set task. An experiment is conducted involving university students who are enrolled in a unit with the aim of assessing the use of Second Life for collaborative learning. A pre-survey evaluation was gathered followed by a post-survey evaluation. The results of these evaluations as well as lessons learned during the implementation phase are discussed in this paper.
2011 IEEE International Conference on Technology for Education
2012
This study aims to enhance our holistic understanding of 3D virtual worlds by providing a detailed analysis of the research methods and research trends related to the research of 3D virtual worlds for educational environments. Data was collected by searching for the ubiquitous term, "virtual world," from databases. Snowball sampling was also employed. The researchers critically analyzed the literature as data focusing on how virtual worlds were applied in individual studies, what research methods were used, and what disciplines were examined in the studies. The results indicate that virtual worlds are mainly used for the simulation of space, and they are used in different ways depending on discipline and temporal scope. Virtual worlds are increasingly being used in blended learning contexts. While descriptive research methods were most used in research studies on the educational applications of virtual worlds, experimental approaches are increasingly being used by researchers. Based on these results, this study suggests an appropriate research direction for the application of virtual worlds in educational contexts in the future.
Informed Design of …, 2011
3D virtual worlds are becoming widespread due to cheaper powerful computers, high-speed broadband connections and efforts towards their tighter integration with current 2D web environments. Besides traditional gaming and entertainment applications, some serious propositions are starting to emerge for their use particularly in education, where they are perceived as enablers of active learning, learning by doing, and knowledge construction through social interaction. However, there is still little understanding of how 3D virtual ...
International Journal of Emerging Technologies in Learning (iJET), 2009
Virtual 3D worlds are gaining popularity among the general population and the virtual world environment is widely used particularly by the younger generations as a knowledge and social tool. In recent years, universities have conducted experiments with the use of virtual 3D worlds for teaching and learning. Virtual 3D worlds are no longer just for the stereotypical geek. By 2011 it is estimated that about 80% of active Internet users will have an "avatar" and/or a "second life" in some form of virtual world environment. This paper attempts to contextualize the evolution and generations of learners for learning in the 21 st century. This paper presents a virtual learning environment created using Second Life equipped with four types of virtual space -collaborative area, common area, teacher-student meeting area, and social recreation area. An experiment is conducted involving university students who are enrolled in a unit with the aim of evaluating the use of Second Life for collaborative learning. A pre-survey evaluation was gathered followed by a post-survey evaluation. The positive results of these evaluations as well as lessons learned during the implementation phase are discussed in this paper.
Procedia - Social and Behavioral Sciences, 2010
One of the promising innovations in information and communication technologies is three-dimensional virtual world platforms like Second Life, Dreamworld and Active Worlds. 3D virtual worlds have a considerable importance and potential for creation of next generation learning environments. The main purpose of this descriptive study is to evaluate the educational capabilities of 3D virtual worlds and determines the educational usage of 3D virtual worlds in Turkey. For these purposes, features of 3D virtual worlds were evaluated in educational purpose, current educational usage of 3D virtual worlds in Turkey was investigated, and recommendations were presented with advantages and disadvantages.
International journal of engineering and advanced technology, 2019
Virtual Learning Environment (VLE) is the learning through electronic media where teachers and students are not in the same place, but the gap is bridged by the use of technologies. The aim of this study is to develop a 3D virtual learning environment (3D VLE). The three objectives of this study are (i) to gather the requirements of 3D VLE, (ii) to design the 3D VLE, and (iii) to develop the 3D VLE. The method consists of five phases; (i) literature review, (ii) requirement gathering, (iii) design, (iv) development and (v) evaluation. The prototype is developed by using Open Simulator, SLOODLE and Moodle. Future work includes enhancement for 3D VLE such as using gesture recognition to control the avatar movement.
2009
Dissertação apresentada à Universidade de Aveiro para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Comunicação Multimédia, realizada sob a orientação científica do Professor Dr. Luís Francisco Mendes Pedro, Professor Auxiliar do Departamento de Comunicação e Arte da Universidade de Aveiro.
Asia Pacific Education Review, 2017
Førland 2008), receive multifaceted feedback (Cheng and Wang 2011), and conduct activities by interacting with objects and individuals from online connection points in different locations (De Lucia et al. 2009; Sullivan et al. 2011). They are also important for the university policies that wish to fulfill the needs of individuals from different
https://ijshr.com/IJSHR_Vol.5_Issue.3_July2020/IJSHR_Abstract.0017.html, 2020
Different assessments have been driven on the utilization of PC made reality in direction and arranging. This article records events of such appraisal. Motivations to utilize PC delivered the fact of the matter are talked about Points of interest and hindrances of utilizing PC made the fact of the matter are introduced, comparatively as proposals on when to utilize and when not to utilize PC made reality.
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