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Learning Technology publication of IEEE
Computer Society’s |
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Volume 13 Issue
4 |
ISSN 1438-0625 |
October 2011 |
Special
Theme Section: Virtual Worlds for Academic, Organizational, and Life-Long
Learning
Collaboration through virtual worlds
in Australia and New Zealand higher education institutions
Robots and virtual worlds to support
‘Japan Recovery’: an emphasis on cognition
Presence for Professional
Development: Students in the Virtual World
The SHU3DED Cyber Campus Prototype
An OpenSim-based Virtual Lab for
biotechnology education
Minds of Chimera: Adapting MineCraft
for a Creative Learning Platform
Deploying Virtual Worlds for
Education in Real Schools
Virtual World Enriches the Learning Experience
of a Self-development Tool
Users’ Representation Supporting
Collaborative Learning in 3D Virtual Environments
Engaging Students in HCI Design
Activities in Virtual Worlds
On the necessity of time and
resource issues to support collaboration in e-learning standards
Virtual Tornado Hits the Library
Innovations in Public-Private
Partnership for E-Skills Development in the European Union
VizResearch: Linking the Knowledge
of People and the People with Knowledge
Three Case Studies on the Affect
Effects of Teaching Foreign Language and Culture with Technology
A pervasive solution NFC based for
access to bibliographic sources
A Natural User Interface Classroom
based on Kinect
Socializing Autistic Children with
Interactive Computer Games.
Use of digital interfaces as an
extension of school attendance
e-Learning : Re-emerging paradigm
for enhanced learning
Towards Semantic Educational
Recommender Systems
From the Editors …
Welcome to the October
2011 issue of the Learning Technology newsletter on Virtual Worlds for
Academic, Organizational, and Life-Long Learning.
Virtual worlds get
more and more popular and are used in different settings such as education.
Virtual worlds have been demonstrated to be useful to support learning at
formal educational institutions, for organizational learning and for life-long
learning. In order to support learning in such virtual worlds, different forms
of formal and informal learning spaces are built, using either traditional educational
concepts or taking advantage of new concepts and technologies for learning available
in virtual worlds.
This issue shows
current research on academic, organizational and life-long learning in virtual
worlds and introduces the use of new concepts and technologies as well as
demonstrates the successful use of those concepts and technologies.
Gregory describes the
activities of the Australian and New Zealand Virtual Worlds Working Group
(VWWG) for supporting the collaboration through virtual worlds in Australia and
New Zealand higher education institutions. Vallance describes the results of an
international collaboration between researchers at Future University Hakodate,
Japan and UK universities, where robots and virtual worlds have been employed
for science education. Peachey & Herman describe virtual world activities
for groups of students, where a virtual platform is used to augment the social
aspect of belonging to a study cohort, exploiting the sense of presence and
constructivist affordances of the 3-D environment. Nisiotis, Beer &
Uruchurtu describe the SHU3DED Cyber Campus Prototype, which is based on
SecondLife and serves as a testbed for investigating how social networking can
be used to help students facing barriers to attending on-campus courses.
Ramírez et al. describe the results of an educational project, where
virtual world technologies have been used to build up a set of virtual
laboratories oriented towards engineering studies. Wingrave discusses the Minds
of Chimera project which is based on MineCraft for creating a virtual creative
learning platform. Di Blas et al. present the results of four different
educational programs that were deployed in school environments to investigate
the educational effectiveness of Multi User Virtual Environments. Geer &
Hardin describe Star Journey, a symbol-based method for self-reflection that
has been re-created in a virtual world format for positive teaching and learning
experiences. Terzidou et al. discuss the design, implementation and evaluation
of virtual metaphors, appearance features, gestures for students’ avatars.
Vosinakis & Koutsabasis present a postgraduate Human-Computer Interaction
design studio course that makes a combined use of the constructivist pedagogy
of Problem-Based Learning with a Virtual World design studio. Garrido, Morales
& Serina discuss the necessity of time+resource metadata in current
e-learning standards to support collaborative activities. Finally, Hill
describes a library exhibit to share information on tornadoes, including
virtual books, posters, handouts, links, 3D objects, and photos.
The issue also
includes a section with regular articles (i.e. articles that are not related to
the special theme). Mishra discuses some of the key issues associated with
public-private partnerships in education, in order to understand the role that
multi-stakeholder partnerships can have in improving the skills and education
system of the European Union. Masud et al. describe VizResearch, an online
research community, a social network of researchers and academicians where they
can interact with through following other's work, form a group of same
interest, do group base activities like message post, comment, and file
sharing. Erbaggio et al. discuss three case studies to show that by creating
materials online, course content can be more authentic, appropriate and
cost-effective; furthermore, the use of instructional technology can help
create more positive affect effects in today’s students’ learning.
Borrego-Jaraba, Ruiz & Gómez-Nieto describe a prototype system that
provides students access to bibliographic sources recommended by teachers,
based on the IMS LD specification. Noel et al. describe a prototype which uses
Microsoft XBOX 360 Kinect to help teachers interact with powerpoint
presentations more naturally. Hassan et al. describe an educational game which
aims to teach autistic children the concept of money and how to make use of it
in the shopping mall. Camas & Mengalli describe a project which aimed to
support teacher education in order to advance e-learning in Brazil. Tyagi et
al. present a brief introduction of e-Learning, including its history,
evolution and main considerations. Finally, Koumpis discusses the cost of
employee learning.
Special theme of
the next issue: Adaptive and Intelligent Systems for
Collaborative Learning
(guest-edited by Dr. Stavros Demetriadis)
Deadline for submission of articles: 15
December 2011
Articles that are not
in the area of the special theme are most welcome as well and will be published
in the regular article section.
Editors
Sabine Graf
Athabasca
University, Canada
Charalampos Karagiannidis
University
of Thessaly, Greece
Special Theme
Section: Virtual Worlds for
Academic, Organizational, and Life-Long Learning
Introduction, lessons learnt and protocols
established
The Australian and New
Zealand Virtual Worlds Working Group (VWWG) was formed in November 2009. It
began as a small group of 10 academics from the DEHub Consortium of the University
of New England, Charles Sturt University, University of Southern Queensland and
University of Central Queensland. The first meeting was via teleconference and
set out to establish aims, objectives and goals of the group. At the very first
meeting, it was decided that to keep the group to only members of the DEHub
consortium was very restrictive as there was expertise elsewhere that should
have been part of the group.
The first goals of the
group were to seek members and collaborate on projects and academic papers.
Before we could do this, we needed a cohesive definition of what a virtual
world was as there appeared to be very diverse and conflicting views from the
members of what this may entail, from online artwork presented through a
website to Facebook to immersive 3D virtual worlds such as Second Life.
Even though, at this
stage, the group consisted of only members of four Australian universities,
there was one member living in the United States of America who worked for one
of the member institutions. We quickly established that teleconferences were
not appropriate so the second meeting was held via Skype. There were
approximately 15 members of the VWWG at this time. The meeting did not work
very well with people not being able to connect or dropping off. Finally, it
was decided that we should “walk the talk” and meet in a virtual world. From
there on, February 2010, the group has met in Second Life at Australis 4
Learning – an island jointly owned by the University of New England, the lead
project member of the DEHub, and two other members of the VWWG (see:
http://slurl.com/secondlife/Australis%204%20Learning/134/136/22). It was also
at this time that members of the virtual world community from other higher
education institutions were invited to join.
Collaborative Projects
Membership of the VWWG
increased and collaborative projects began. The first was collaboration between
the University of New England and Charles Sturt University with a scoping study
undertaking a systematic review and environmental analysis of the use of 3D
immersive virtual worlds in Australian Universities (Dalgarno, Lee, Carlson,
Gregory, & Tynan, 2010; 2011). This project expanded to include New Zealand
in mid 2010 when Massey University joined the DEHub consortium. This project
has conducted surveys and interviews and analysis of the project can be found
in the above noted papers.
In July 2010 members
of the VWWG wrote a joint paper were all members (bar one) contributed. The one
could not contribute as they were in a hospital overseas. There were 23
contributors of this paper from 21 institutions (S. Gregory et al., 2010). The
paper presented a snapshot of Australian Higher Education institutions in
virtual worlds. This was the first wholly collaborative project.
In November, five institutions from the VWWG
were awarded an ALTC (Australian Learning and Teaching Council) grant called
VirtualPREX researching virtual worlds for professional experience by
pre-service teachers through self, peer and academic assessment, both formative
and summative. The University of New England, Charles Sturt University,
Australian Catholic University, Curtin University and RMIT have undertaken this
collaboration for the project, arising out of VWWG members and reported on the
website (see http://www.virtualprex.com and several publications: S. Gregory
& James, 2011; S. Gregory et al., 2011).
Late in 2010, New
Zealand academics that were teaching and learning in virtual worlds were
invited to join the VWWG. The VWWG now stands at over 180 members from more
than 50 institutions. The growth and collaboration has been enormous which
culminates, at this time, in a further joint publication written in July 2011
by 48 authors from 28 higher education institutions, focusing only on the
Australian higher education institutions (B. Gregory et al., 2011). This paper
explores how Australian higher education institutions are contributing to
change through innovative teaching and learning through virtual worlds. A New
Zealand paper has also been written. It was decided that there should be two
papers reporting on activities as the requirements for the paper length was
restricted which would limit reporting across the two countries.
Members of the VWWG
currently report that they teach in almost every discipline that one can
imagine, however, predominantly, the following are the disciplines that most
institutions use virtual worlds as a teaching and learning tool: education,
business, health, science, behaviour studies, social work, art and languages.
The virtual worlds are being used for role-plays, simulations, scenario based
training, design, construction, lectures, tours, discussion, debates, moot
court and play.
Members of the VWWG
also participate in presenting at other’s institutions, joint presentations at
symposiums and papers at conferences. They have also joined together to conduct
conferences, workshops and sharing of space in the virtual world.
Conclusion
The Australian and New
Zealand Virtual Worlds Working Group has demonstrated how international collaboration
can take place. The group currently meets inworld (in Second Life) once per
month to discuss current and future collaboration and how to assist each other
in achieving their individual, institutional and project goals. The final
collaborative project that the group has undertaken to date is the production
process of a VWWG book. Extended abstracts were sort from authors worldwide to
contribute to the book titled “Virtual Worlds in Online and Distance Education”
which will be published in late 2012. This call for papers received 94
contributions, demonstrating how the group is now held in high regard
worldwide.
References
Dalgarno, B., Lee, M. J. W., Carlson, L.,
Gregory, S., & Tynan, B. (2010). 3D immersive virtual worlds in higher
education: An Australian and New Zealand scoping study. In C. Steel, M. J.
Keppell, & P. Gerbic (Eds.), Curriculum, technology & transformation
for an unknown future (pp. 269-280). Presented at the ascilite2010, Sydney.
Retrieved from http://ascilite.org.au/conferences/sydney10/procs/Dalgarno-full.pdf
Dalgarno, B., Lee, M. J. W., Carlson, L.,
Gregory, S., & Tynan, B. (2011). Institutional support for and barriers to
the use of 3D immersive virtual worlds in higher education. In G. Williams, N.
Brown, B. Pittard, B. Cleland, & (Eds.), Changing Demands, Changing
Directions. Proceedings ascilite Hobart 2011. Presented at the ascilite2011,
Hobart.
Gregory, B., Gregory, S., Wood, D., Masters,
Y., Hillier, M., Stokes-Thompson, F., Bogdanovych, A., Butler, D., Hay, L.,
Jegathesan., J.J., Flintoff, F., Schutt, S., Linegar, D., Alderton, R., Cram,
A., Stupans, I., McKeown Orwin, L., Meredith, G., McCormick, D., Collins, F.,
Grenfell, J., Zagami, J., Ellis, A., Jacka, L., Campbell, J., Larson, I.,
Fluck, A., Thomas, A., Farley, F., Muldoon, N., Abbas, A., Sinnappan, S.,
Neville, K., Burnett, I., Aitken, A., Simoff , S., Scutter, S., Wang, X.,
Souter, K., Ellis, D., Salomon, M.,Wadley, G., Jacobson, M., Newstead, A.,
Hayes, G., Grant, S., Yusupova, A. (2011). How are Australian higher education
institutions contributing to change through innovative teaching and learning in
virtual worlds? In G. Williams, N. Brown, & B. Cleland (Eds.), Changing
Demands, Changing Directions. Proceedings ascilite Hobart 2011. Presented at
the ascilite2011, Hobart.
Gregory, S., & James, R. (2011).
VirtualPREX: Open and Distance Learning for pre-service teachers. Expanding
Horizons - New Approaches to Open and Distance Learning. Presented at the 24th
ICDE World Conference on Open & Distance Learning, Bali.
Gregory, S.,
Dalgarno, B., Campbell, M., Reiners, T., Knox, V., & Masters, Y. (2011).
Changing directions through VirtualPREX: engaging pre-service teachers in
virtual professional experience. In G. Williams, N. Brown, B. Pittard, & B.
Cleland (Eds.), Changing Demands, Changing Directions. Proceedings ascilite
Hobart 2011. Presented at the ascilite2011, Hobart. Retrieved from
http://www.ascilite.org.au/conferences/hobart11/procs/filename.pdf
Gregory. S., Lee,
M.J.W., Ellis, A., Gregory, B., Wood, D., Hillier, M., Campbell, M., Grenfell,
J., Pace, S., Farley, H., Thomas, A., Cram, A., Sinnappan, S., Smith, K., Hay,
L., Kennedy-Clark, S., Warren, I., Grant, S., Craven, D., Dreher, H., Matthews,
C., Murdoch, D., McKeown, L. (2010). Australian higher education institutions
transforming the future of teaching and learning through virtual worlds. In C.
Steel, M.J. Keppell & P. Gerbic (Eds), Curriculum, technology &
transformation for an unknown future. Proceedings ascilite Sydney 2010 (pp.
399-415). http://www.ascilite.org.au/conferences/sydney10/Ascilite%20conference%20proceedings%202010/Gregory-full.pdf
Sue Gregory
ICT
Education Lecturer/Research Fellow
Chair,
Australian & NZ Virtual World Working Group
School
of Education/DEHub
University
of New England, Australia
Introduction
Science
education is concerned with the meaningful pursuit of comprehension, knowledge
and understanding of scientific concepts and processes. ‘Knowledge
construction’ requires students to be actively involved in the experience of
learning. Virtual worlds have been proven to support the experiential learning
of science (deFreitas, 2008). However, the UK Joint Information Systems
Committee (JISC) states that further research is required for developing better
metrics (e.g. frameworks, approaches and models) for evaluating experiential
learning in virtual worlds. Robots can provide a context for such metrics. For
instance, programming a robot to undertake pre-defined, discrete physical
movements provides a clear representation of success. For example, LEGO robots
enable students to build a robot, input instructions via the Mindstorms NXT
software, program the robot to follow the instructions, and subsequently view
the physical movements of the programmed robot. Previous research by Vallance et al. (2010) and van Schaik et al. (In press) have captured
quantitative data of collaborative robot programming in virtual and real
worlds, and subsequently analysed for associated human cognitive processes
(Anderson et al., 2001) and flow
(Csikszentmihalyi & Nakamura, 2010).
Implementation
The
robot selected for the programming tasks was LEGO robot 8527 supported by the
Mindstorms NXT software version 2. The first important variable of task
difficulty in this context was defined as the minimum number of discrete
maneuvers required to successfully navigate a given maze. For example, a maze
requiring five distinct maneuvers such as a forward move, a left turn, a
forward move, a right turn and then a final forward move, was defined as a maze
of complexity level five. Mazes with differing levels of intrinsic difficulty
act as the problem specification dependant variable (Vallance et al., 2010).
In
the collaborative programming process, communication between students remotely
located in Japan and UK has been undertaken in a dedicated, learner-designed
OpenSim virtual space hosted by Reaction Grid. The communication has been
digitally captured, transcribed and analyzed using the approach described in
Vallance et al. (2010). In summary,
given the steadily rising level of task difficulty and students' increasing
mastery of the more challenging tasks as evidenced by their ability to complete
them with fewer errors and in less time, Bloom's taxonomy (Anderson et al., 2001) would suggest that some
developmental pattern should be expected to emerge as the procedural knowledge
required to complete the tasks came to be more effectively applied and as
student accomplishment increased. However, the relative frequency with which
particular kinds of cognition appeared in the data (e.g. 'applying procedural
knowledge') was not patterned as tasks progressed and difficulty increased. Moreover,
the relative frequency with which different elements of cognition appeared in
the data (e.g. 'applying conceptual knowledge') did not present itself as a
linear or rising percentage as tasks became progressively more difficult. In
other words, cognitive development is, as expected, not linear. This is
influencing our design of subsequent tasks.

Figure
1. Data presentation
Current research
The
research is now being furthered by contextualizing the robot tasks inside a
virtual nuclear power facility. First, students will be given a robot and
circuit task to solve. In order to capture the data direct from the students
while working towards a solution, a virtual iPad (named ‘FlowPad’) will appear
in the virtual world at timed intervals. Students will respond to the iPad
questions and the tagged data will be transferred to a database on the
researcher’s server. The iPad data items will use Csikszentmihalyi and
Nakamura’s (2010) psychometric evaluation of flow (concentration, perceived
control, mergence of action and awareness, transformation of time,
transcendence of self and autotelic experience), and Anderson et al’s (2001) cognitive descriptors
(remember – understand – apply – analyse – evaluate - create).

Figure
2. FlowPads
In
addition, a two dimensional movement of the virtual LEGO robot within the
virtual world will be synchronized to a real world LEGO robot. As the virtual
robot is moved, so will the real world robot. This action will be achieved by
programming the robot using LabVIEW software with NXT module.

Figure
3. Moving the virtual robot
Moreover,
the virtual nuclear facility will be designed and built in a new virtual space
called JIBE; an open source project using the Unity 3D engine and supported by
Reaction Grid (http://jibemicro.reactiongrid.com/pathfinderlester/webplayer.html).
By using the virtual nuclear plant this research can be additionally used to
familiarize students with safe and dangerous nuclear operations.
The
research tasks will also challenge students to maneuver the virtual LEGO robot
around a virtual nuclear plant in order to solve problems. The iteratively
increasing complexity of these tasks, informed by our previous research, will
be designed to engage but also challenge the students. Data will then be
captured for researchers to map cognitive development and knowledge acquisition
in order to correlate with the specific programming task. Data of flow will be
simultaneously captured.
This
is an international collaboration between researchers at Future University Hakodate,
Japan and UK universities. The project will pragmatically support the ‘Japan
Recovery’ initiative whilst developing a better understanding of task design in
virtual worlds.
References
Anderson, L.W.,
Krathwohl, D.R., Airasian, P.W., Cruicshank, K.A., Mayer, R.E., Pintrich, P.R.,
Raths, J. & Wittrock, M.C. (2001) A taxonomy for learning, teaching and
assessing: A revision of Bloom’s taxonomy of educational objectives. New York:
Longman.
Csikszentmihalyi, M.
& Nakamura, J. (2010) Effortless attention in everyday life: A systematic
phenomenology. In Effortless attention: a new perspective in the cognitive
science of attention and action (Ed. Bruya, B.) pp. 179-189. Cambridge, MA US:
MIT Press.
de Freitas, S. (2008)
Serious virtual worlds: a scoping study. JISC publications. Retrieved March 14,
2009, from http://www.jisc.ac.uk/publications/publications/seriousvirtualworldsreport.aspx
Schaik van, P., Martin,
S. & Vallance. M. (In press). Measuring flow experience in an immersive
virtual environment for collaborative learning. Journal of Computer Assisted
Learning.
Vallance, M., Martin, S.,
Wiz, C. & Schaik, P. van (2010) Designing effective spaces, tasks and metrics
for communication in Second Life within the context of programming LEGO NXT
Mindstorms robots. International Journal of Virtual and Personal Learning
Environments. Vol. 1 (1), pp. 20-37. January - March 2010.
Dr. Michael Vallance
Dept.
Media Architecture
Future
University Hakodate
Hokkaido,
Japan
Introduction
This report describes
virtual world activities for groups of students studying a course designed to
support professional development especially following career breaks. The
activity uses the virtual platform to augment the social aspect of belonging to
a study cohort, exploiting the sense of presence and constructivist affordances
of the 3-D environment.
Background
T161: Return to
Science, Engineering and Technology (SET) is a ten-week level one module at The
Open University (OU) currently in its final presentation. The majority of the
students are female, graduates and qualified professionals wishing to return to
work after taking a career break. As well as concerns relating to presentation
of skillsets, many have experienced a sense of isolation and lack the current
contacts and networks needed to get back into employment. The module is
embedded in the OU’s Moodle VLE and students work online in a single cohort,
using web-based activities with a strong emphasis on collaboration through
asynchronous forums. Students place significant value in the forum discussions
and follow up evaluations have shown that a shared sense of ‘being in the same
boat’ is particularly important for participants (Herman, 2011)
The OU has been using
Second LifeTM (SL) since 2006 and has a consistent social community
here (Peachey, 2010), where the standout affordance is the facility to meet
with others, in real time, in a shared space that provides a strong sense of
physical presence. Resonance with the socially constructivist nature of the
T161 forum discussions was noted, leading to a hypothesis that a virtual world
would provide a richer environment for mediating this aspect of T161. It was
suggested that students meet synchronously in SL for informal course discussion
with the support of the module forum moderator. During the module visiting experts
join the forum to answer questions posted by students. It was proposed that
this asynchronous activity could also be supplemented by hosting a live chat
with the experts in Second Life.
Activity
The first inworld
activity was proposed for the April 2010 presentation of approximately 30
students. A message was posted to the discussion forum during the second week
of the module offering an informal meeting in SL. The message stressed that
this was not mandatory and that the course team recognized that not all
students would either want or be able to access this environment. Brief
registration instructions were provided and sources of technical support were
signposted. Responses in the forum reflected intrigue and a sense of adventure
with some caution about technical skills and ability.
The first meeting saw
ten students inworld and, after some initial chat about their avatars and the
environment, students stayed for over an hour discussing their experiences on
the module and wider issues relating to their study and personal situations.
Feedback in the forum was positive, again with some reference to the adventure
and pioneering nature of the activity. Several further meetings took place over
the ten-week presentation, during which time 2/3 of the students participated
at least once. The visiting experts session was particularly successful, with
half the cohort present to talk with three of the four experts.
Research
All students who
participated in the SL events reflected positively on their experiences in the
module forum, and many used SL for a later reunion. This experience suggested
that SL has a sense of presence that enhances the social connections between
students on T161, and it was proposed to offer the same opportunity to students
in the next cohort with the structure to explore this hypothesis and to
formally evaluate what SL brings to their T161 experience. With research
permission from the university the asynchronous discussions around SL from
forum transcripts, as well as the synchronous chat discussions from live SL
activity could be captured and analysed, triangulated with a final online
questionnaire.
In October 2010 the
next T161 cohort began and students were offered the opportunity to meet in SL.
The cohort was smaller (25 students) and only 8 participated inworld, which may
be attributed to the consent paperwork generated by research permission.
However chatlogs of informal meetings plus the visiting expert session and
forum discussions were captured and provided data for analysis, along with two
responses to the post-module survey.

Figure: Chatlog Excerpt
Discussion and Conclusions
Full analysis and
triangulation of data is not yet complete, but some generalisations may be
drawn from experience across both cohorts and supported by data generated in
the second.
All students
reported positively on their experience, despite some minor technical glitches
that they were inclined to forgive, with one respondent commenting, “I enjoyed
the synchronous interaction - it brings the course to life”.
Students were
generally more comfortable using text, suggesting a preference for more control
over their conversation (particularly after one student was deeply embarrassed
about leaving her microphone open whilst berating her son) and maintaining a
level of separation. All students selected human avatars reflecting their
physical gender, referencing the argument that presence is supported when the
avatar resembles its user (Murray and Sixsmith 1999). Some students noted the
potential to join the wider OU community in SL: “I particularly liked being
asked by a newer arrival at the entrance how to change clothes and [we] made
friends.”
The results of this
small study indicate that the sense of presence and constructivist affordances
of a virtual world can be used to provide a richer environment than an
asynchronous forum for augmenting the social aspect of belonging to a study
cohort.
References
Herman, C. (2011). CASE STUDY After a Career Break: Supporting Women
Returning to ICT. International Journal Of Gender, Science And Technology,
3(2). Retrieved October 10, 2011, from http://genderandset.open.ac.uk/index.php/genderandset/article/view/136/327
Murray, D.C. and Sixsmith, J. (1999) The
Corporeal Body in Virtual Reality, Ethos. Body Self Technol. 27(3), 315–343
Peachey, A. The
Third Place in Second Life: Real Life Community in a Virtual World in
Peachey, A., Gillen, J., Livingstone, D. and Smith-Robbins, S. (eds) (2010) Researching Learning in Virtual Worlds
London: Springer
Anna Peachey
Eygus Ltd/Open University, UK
Clem Herman
Open University, UK
Introduction
Education is one of
the most important components of life where good practical skills and knowledge
required by professional bodies and industry are developed. The importance of
education is identified and everyone has the right to receive education (1), but some people cannot physically attend
educational institutions due to various reasons. E-Learning supports education
using a number of techniques over the Internet, eliminating mobility barriers (2) to some extent. In this research we
hypothesise that cyber campuses can support education and overcome barriers
that restrict the ability of potential students to physically attend
educational institutions, and have designed an initial prototype to test our
hypothesis.
We shall introduce our
cyber campus concept; describe the design influences and the SHU3DED
development.
Cyber
Campuses
Cyber campuses are 3D
representations of educational institutions on Multi-user Virtual Environments
(MUVE) and have been identified as suitable solutions to deliver education (3). Considered as especially designed meeting
points, cyber campuses simulate real life classroom, supporting synchronous
delivery of learning materials and real time communication and collaboration in
state of the art 3D environments (4). Cyber campuses have been described as “an effective tool” where “explorations and experimentation can be
carried out in a relatively risk-free environment” by educators (5).
After critically
evaluating the functionality and support of virtual environments currently
available, we decided to adopt Second Life MUVE to build our cyber campus.

Figure 1. SHU3DED Cyber Campus
Building
The initial SHU3DED
prototype (Figure 1) has been developed following best practice applied in
other cyber campuses, but the main driver was the "virtual school"
concept as demonstrated by the Occupational Therapy Internet School (OTIS)
project (6) (Figures 2 and 3). This was an innovative and
sophisticated system for its time (1999), capable of managing educational
resources, handle communications and support educational activities through a
virtual environment over the Internet. The environment was based on a
text-based multiplayer “dungeons and dragons” type game environment of having a
consistent virtual world that was mainly designed by the users (7). The system consisted of a series of rooms,
each with a different function or set of course materials (6). This allowed students to connect and group to
discuss items of common current interest. Records could be kept of these
discussions and students could revisit them whenever necessary. Our current
prototype aims to develop this functionality in a modern virtual environment,
for which MOODLE Leaning Management System (LMS) has been used and we will
further explore some of the advances made in social networking.
Having almost
completely replicating the OTIS project theory and practice, we can say that
SHU3DED is what OTIS project should have look like if it was implemented using
the technology of today.
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Figure 2. OTIS Project Rooms Layout |
Figure 3. OTIS User Interface (7) |
SHU3DED Rooms Layout
When users visit
SHU3DED, they are “teleported” (virtually transferred) to the main hall
(Figures 4 and 5) where a reception area is situated that can provide useful
information and guidance, and answer queries. There is also a “meeting point”
where users can gather before setting off to the areas relevant to their study
in the current session. The student café will allow students to exchange
thoughts and relax during the breaks.
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|
Figure 4. SHU3DED Main Hall Entrance |
Figure 5. SHU3DED Main Hall (Faculty Office View) |
The lecture room
(Figure 6) and the examination room (Figure 7) have been designed to replicate
the real life classroom by providing educational materials delivery
functionalities such as presentation boards and video players, and also other
functions such as quiz, surveys, record chat logs etc. Also the examination
room provides components to test and record the student’s performance on the
LMS.
|
|
|
|
Figure 6. SHU3DED Lecture Room |
Figure 7. SHU3DED Examination Room |
A Library room (Figure
8) is available to support students learning by providing access to online
databases; in addition a meeting room (Figure 9) is provided for users to
gather and exchange thoughts and concerns privately.
|
|
|
|
Figure 8. SHU3DED Library Room |
Figure 9. SHU3DED Meeting Room |
Summary
and Future Work
This paper presents an
initial prototype, which we can use to develop out ideas on how social
networking can be used to help students facing barriers to attending on-campus
courses and how they can gain the social and academic benefits of interacting
with their peers. The OTIS project used the concept of adjacency to indicate
similar interests and we wish to investigate whether this concept carries
through well into cyber campuses. So far, the basic functionality of OTIS has
been demonstrated with the added immediacy of navigating through a 3D virtual
world. There seems to be less difficulty caused by students "getting lost
in space" and the appearance of avatars certainly improves the impression
of occupation, which was a problem with the original OTIS design, where
students often did not recognise each other. Further work is required to
demonstrate that this has significant educational advantages, and that the cyber
campus can be used for real learning activities.
1. HOC. House of Common Education and Skills
Committee: Special Education Needs. 2006
[19/07/2010]; Available from: http://www.educationengland.org.uk/documents/warnock/warnock00a.html.
Louis Nisiotis
Sheffield Hallam University,
UK
Louis.Nisiotis@student.shu.ac.uk
Martin Beer
Sheffield Hallam University,
UK
Elizabeth Uruchurtu
Sheffield Hallam University,
UK
This paper
describes the preliminary results of an educational innovation project at the
Universidad Politécnica de Madrid (UPM), Spain, in which virtual world
technologies have been used to build up a set of virtual laboratories oriented
towards engineering studies. In particular, this paper focuses on showing the
main features of a biotechnology laboratory. Instead of relying on a commercial
solution, these labs have been created with an open source software
infrastructure named OpenSim.
Non-immersive virtual worlds in education have shown to be very
attractive to students [1] due to their detailed graphics and social facilities.
Expensive, dangerous, or time-consuming are some of the properties of a real
laboratory that justify tackling its virtualization. One of the most used
platforms is SecondLife [2], but it has several limitations, such as its cost,
and technical constraints such as a maximum number of objects in your parcel.
Another low-cost option exists, and its name is OpenSim. Virtual worlds created
with OpenSim rely on the creation of interactive objects by means of simple
primitives named prims, which can be joined to create complex objects, and can
have the intended behavior by means of scripts written in a programming
language named LSL (see lower layer in Figure 1). This language allows the specification of
interactive aspects such as object-to-object communications, as well as the
communication between objects and virtual world inhabitants (students’
avatars). However, a virtual lab should be much more than a set of interactive
objects. It should support the execution of practical lessons in a way as
faithful to the reality as possible.

Figure 1. Layered structure of our virtual labs and
people involved in each layer. The tutor guide is built on top of the
infrastructure provided by OpenSim (lower level), integrating the different
learning machines involved in a given virtual lab.
In the real world the practical lessons performed in a biotechnology lab
use to be like a social game, therefore a virtual lab has been developed
allowing a controlled number of students participate simultaneously in a
practice, fostering interaction among them during the limited time-frame of the
practice in order to cooperate in the resolution of difficulties. The practice
is organized into several levels in which a set of targets must be achieved in
a specific order, inspired by online multi-user games with which a high number
of students are familiar. In the practice the students are expected to obtain a
tree whose genome (genetic material that defines an organism) has been modified
in only one gene (fragment of the genome responsible for a concrete
physiological function), increasing the levels at which this gene is expressed
in the plant, by using genetic engineering techniques. In order to achieve the
targets, the students can perform different kinds of actions such as mixing
substances in a tube, applying some substances to small pieces of a plant, or
allowing a plant to grow in places specifically prepared for that.
After the completion of the practice the student is expected to conclude
that the function of this modified gene is to codify or produce an antibiotic
that leads to increased resistance of the tree towards certain diseases. The
overall goal of the virtual lab is to facilitate the student the acquisition of
skills in several basic plant genetic engineering techniques for genome
modification, manipulation and study, as well as basic knowledge about plant in
vitro growing. Figure 2 shows an avatar working in the obtainment of
little trees to be used afterwards for the genome modification.

Figure 2. Growing room in the biotechnology virtual
lab. Screenshot of the virtual world browser as it is seen by the user
(student), showing his/her avatar and a detailed view of the tree plants after
gene manipulation.
The implemented practice takes students approximately 30 minutes to
complete, whereas this same work would require almost two years in a real world
laboratory due to the long waiting times associated to plant growing, a
constraint that can be easily overcome in a virtual lab where the time scale
can be manipulated as necessary.
Another very important goal in our approach is being able to provide
guidance to the students during their learning process, even if the human
professor is not directly supervising the practice. This approach supports an
autonomous learning setting in which professors play a secondary role because
they are not involved directly in the learning process, but they only get reports
automatically generated by our system in order to evaluate the activity of
their students in the virtual labs. When a student does not achieve a given
target, there should be a mechanism to provide the student with hints and
explanations about the reasons of his/her failures, or otherwise the student
may get frustrated. For this purpose, we have created a “Guiding Tutor”
software component (see top layer of Figure 1) that is capable of communicating with all the
interactive objects involved in the learning process, and to provide a suitable
guidance to the student. From the beginning this element was conceived as a
general-purpose component that will be reused in different virtual labs.
Basically, this component has two roles, firstly, it checks whether a student
can perform a certain action or not at a certain moment of the practice, that
is, it checks whether the preconditions of the actions are met; and secondly,
it provides tutoring feedback to the student related to his/her last action.
Some of the lessons learnt during our experience developing virtual labs
with OpenSim are the following:
·
A high level of
realism is possible even in this open code software system.
·
It is possible to
adopt a “guiding tutor” software infrastructure to simplify the creation of
guided practical lessons.
·
The professor
gets a new evaluation tool with no effort. The evaluations coming from our
virtual labs are integrated with other student’s grades by providing a
communication between the virtual lab machines and Moodle.
Acknowledgements
This work has been funded by the Department of Educational Innovation at
Universidad Politécnica de Madrid (UPM) for the course 2010-2011. See
videos of the labs at http://www.youtube.com/user/PEIAUPMVirtualLabs.
References
[1] M. Rico, G. Martínez-Muñoz, X. Alaman, D. Camacho, E.
Pulido, “A Programming Experience of High School Students in a Virtual World
Platform”, International Journal of Engineering Education 27, 2011,pp.52–60.
[2] M. N. K.
Boulos, L. Hetherington and S. Wheeler, “Second Life: An Overview of The
Potential of 3-D Virtual Worlds In Medical and Health Education”, Health
Information and Libraries Journal, 24(4), 2007, pp. 233–245.
Jaime Ramírez
Computer Science School
Universidad Politécnica
de Madrid, Spain
Mariano Rico
Computer Science Department
Universidad Autónoma de
Madrid, Spain
Marta Berrocal
Department of Biotechnology
Universidad Politécnica
de Madrid, Spain
Diego Riofrío
Computer Science School
Universidad Politécnica
de Madrid, Spain
Angélica de Antonio
Computer Science School
Universidad Politécnica
de Madrid, Spain
MineCraft and Minds of Chimera
The potential for
collaborative constructivist learning using Virtual Worlds is promising, but
elusive. Gamers quickly recognize it for what much of it is: shallow gaming,
poor stories, bad gameplay and artistically lacking environments. Enter
MineCraft (http://minecraft.net), an Open World indie game paradoxically
attracting the attention of typical gamers with: no plot, no story, no goal,
simplistic combat and pixelated graphics. Selling more than 3.5 million copies
before it has been released, this game’s mechanic is unadulterated
collaborative creativity with a touch of exploration and adventure.
MineCraft is a 3D
multiplayer virtual world constructed of 1 meter blocks that can be destroyed
and harvested by players, crafted to create new tools and blocks and placed to
form houses, castles, farms, walkways, art, statues, traps and machinations.
Gameplay is split into creative and survival modes, which allow players to
focus on creating monuments unfettered by reality’s limitations or
fortifications designed to resist monsters or player vs player combat.
Additionally, different player-run servers have different rules, goals and
activities.
The NSF funded Minds
of Chimera project at the University of Central Florida’s Interactive Systems
and User Experience Lab is creating a Serious Games platform on MineCraft. We
are participating in the active modding community to extend the platform with
multiple learning activities for collateral learning and an enhanced end-user
development approach allowing for the development of creative complex content.
Typical Problems Encountered
Michael Zyda’s
influential “From Visual Simulation to Virtual Reality Games” [4] article listed many of the problems facing
Serious Game developers and in it, we see why MineCraft is promising. First,
game development and licensing of the game engine is costly. Second, additional
entries to a game genre are successful by extending the existing genre; so, a
Serious Game has to be at least as complex as the best game in a genre. Third,
collaborative gameplay is heavily network dependent which is difficult to
optimize for additional gameplay. Lastly, tools for 2D and 3D graphics, sound,
story, AI, etc., have to exist and be easy enough to allow educators to create
content. In conclusion, educators do not have the resources to accomplish
full-blown games; instead often focusing on short or mini-games.
In MineCraft, we see
these problems alleviated. First, Mojang has announced that the modding license
will be free. An active community currently is creating plugins for MineCraft
and Mojang has been quite supportive of these activities. Second, MineCraft
breaks the mold regarding complexity as it paradoxically has no purpose and
relies on a simple mechanism of adding and removing blocks. Educators can
develop relatively simple additions to the game to achieve interesting gameplay
results. Third, MineCraft’s networking is largely transparent and sufficient to
support the number of gamers that an online community’s social networks can
support. MineCraft servers are generally small clusters of communities that
rely on closeness to achieve server-specific goals and to protect against
grief-play. Lastly, an active modding community has created plugins and tools
that allow a wide range of tailoring of a server. As well, high-fidelity
graphics, sound, story and AI, cornerstones of most Virtual Worlds, are not
expected by MineCraft gamers (yet).
Minds of Chimera Project
Originally developing
on a more typical 3D virtual worlds platform, we were heavily stymied by the
lack of tools and ability to deviate from a fairly strict set of gameplay
options (a path of least resistance [2]). MineCraft and its modding community have
been anything but limiting.
Minds of Chimera is a
single world experiencing a golden age which splits and the player awakes to
find time has passed and the golden age over. Three worlds remain, designed for
three different play styles and heads of mythical Chimera: Ercilis the
snake-headed survival world, Herfinita the goat-headed creative world and
Leocitius the lion-headed questing world. Players excel in each world by surviving
attacks from monsters and other players, creative and original creation or
enduring tasks created by non-player characters.
Three initial
educational experiences are being weaved into these worlds. The first is a
Boolean logic quest line where players must power simple machines and circuits
to solve quests. The second is a custom programming language created by placing
blocks in the world to program simple robotic behaviors to solve quests. The
third is a series of conceptual physics games based upon the pedagogy of the
NSF Lunar Quest project.
Creativity through End-User Programming
Minds of Chimera’s
fourth play style is a creative platform where gamers modify and create Serious
quests and activities. These activities will exist in parallel with the other
activities in the Minds of Chimera server and grow with those worlds. This
constructivist approach to learning is achieved in much the same way as the
Alice project [1], but through the use of Concept-Oriented
Design (COD) [3]. COD was developed as a representation for
developing 3D worlds and user interfaces by studying and mimicking the
underlying representations in developer minds.
Conclusions
MineCraft is a simple,
fun, heavily moddable game platform that reaches the same demographic of gamer
as main-stream games. Its Open World game style, open licensing and low
expectations regarding sound and graphics, make it a platform educators can use
to reach students. It has been very useful to the Minds of Chimera project and
we encourage others to follow.
References
[1] Conway, M., Audia, S., Burnette, T., Cosgrove,
D. & Christiansen, K. 2000. Alice: lessons learned from building a 3D system
for novices. CHI, p. 486-493.
[2] Myers,
B., Hudson, S. & Pausch, R. 2000. Past, present, and future of user
interface software tools. ACM Trans. Comput.-Hum. Interact. 7, 1, p. 3-28.
[3] Wingrave, C., Laviola, J. & Bowman, D.
2009. A natural, tiered and executable UIDL for 3D user interfaces based on
Concept-Oriented Design. ACM Trans. Comput.-Hum. Interact. 16, 4,
Article 21, 36 pages.
[4] Zyda,
M. 2005 "From visual simulation to virtual reality to games," Computer
, 38, 9, p. 25- 32, Sept.
Chadwick A. Wingrave
Interactive Systems and User
Experience Lab (ISUE Lab)
Dept. of Electrical
Engineering and Computer Science
University of Central Florida
Between
2002 and 2008, we have developed and deployed four educational programs based
on Multi-Users Virtual Environments (MUVEs): more than 9,000 students from
Europe, USA and Israel took part in MUVEs based experiences in the context of
formal education, i.e. at school, as part of a curricular activity and not as a
“recreational experimentation” of technology (Figure 1). The different programs
had a similar pattern, with a technology and an architecture that evolved over
the years.

Figure 1. Educational
experiences based on virtual worlds.
Our work was driven by
a main question: “Can MUVEs be educationally effective and generate, beside fun
and engagement, substantial educational benefits?” A variety of means were used
to test the educational impact: surveys to teachers (at each step of the
experience) and students (at the beginning and at the end); reports by the
online tutors, after each online meeting; interviews to a large number of
teachers; focus groups with selected teachers; direct observations in a few
classes, video recording what was going on; 3D Logs of the virtual “meetings”;
and chat logs of the virtual environments and the forums. Teachers’ rating of
the program’s impact was surprisingly good, even more since we explicitly asked
them to rate it as compared to regular school activities. A large variety of
benefits were acknowledged, from basic competences to improved functional use
of English and group work. The overall educational impact was perceived by
teachers as Excellent (19,7%), Very good (41,0%), Good (37,7%), and Poor
(1,6%). Data from students show a similar “pattern” (just 5%-10% less
favorable).1
Technology. The first virtual world (Virtual Leonardo) was an offspring of a
student’s project. Once we decided to re-design the virtual world for
educational experiences, we faced a number of developments leading to the first
version (WebTalk-I), the second (WebTalk-II), and then the current version
(WebTalkCube).2 We had a few overall requirements:
·
Simplified deployment. Being the target European public schools, the
setting of the client had to be simple and without any specific technical
installation. In fact, we were successful in involving schools with very basic
equipment and connection.
·
Efficient re-purposing, i.e. being able to quickly and inexpensively
adapting the environment for different educational experiences. We have never
achieved this as configuration in strict sense. Some level of programming was
always needed, but the amount of manpower involved was kept at a minimum
(ranging from a few days to a couple of weeks).
·
Rapid configuration, i.e. to quickly setup the environment for
different “runs” of the same experience. We were successful in allowing
non-technical people to reconfigure everything, without calling in programmers.
·
Collaboration fine control. Collaboration features had to be controlled
quite precisely even while a session was in progress. The collaborative
features, each with its own rules, were motivated by educational purposes (like
in a class where a lecture is followed by a quiz, for example).
During the design (and
re-design) of the WebTalk virtual environment, we carefully considered a number
of technical concerns that shaped its software architecture (Figure 2):
·
Client-side: the choice of deploying the client side in form of browser plug-in vs.
a standalone application.
·
Server-side: the need to keep a coherent shared state of the virtual world (e.g.
objects and avatars position).
·
Middleware and network: the responsiveness of the system. The sense
of “being together” of the participants is influenced by the middleware
architecture, thus a suitable Internet connection and a careful setting of the
proxy/firewall are needed to avoid unwanted interruptions of the experience
flow.
·
Collaboration: the granularity of the control on interactions among
users-objects-world (who can do what and in which way, how the objects react to
actions, how the actions modify the virtual space and the shared state).
·
Tools: the richness of a toolset that provides back-office and authoring
functionalities to the virtual environment.
Two main points
derived from our requirements: (i) great
variability of micro-design needs, (ii) great quantity of settings variants.
Traditional 3D environments mostly fail to support these needs, as their
authoring systems (when provided) are unsuitable for non-technical users. To
overcome this, our environment is based over a declarative (XML-encoding)
description of the virtual world including static and dynamic properties.
Lessons learned. Our main lesson learned is that the
experience’s requirements drive technological choices of the virtual world, and
not the other way around. In our case, implications were numerous, and we can
only recall a few:
·
Graphics:
simplified, with little concern for high quality and realism;
·
Virtual
world features for the avatars:
o
Often
unusual, impossible to foresee without a precise vision of the experience;
o
“Asymmetrical”
(different users have different “powers”);
o
Dynamic
(they can change as the session goes on);
·
Content:
kept to a minimum (action is too quick);
·
Collaboration:
the crucial feature that makes the session engaging; users must be treated as
groups, not as individuals;
·
Activities
in the virtual world: carefully scheduled, fast-paced;
·
Environment
design: very flexible and easy to “repurpose”;
·
Environment
setting: flexible, efficient, and doable by non-technical staff.

Figure 2. WebTalk software
architecture. Two sub-environments separate the main responsibilities: staff
people use an offline environment for authoring experiences and to analyze
interactions; students access an online environment during sessions.
References
1. N. Di
Blas, P. Paolini, C. Poggi and A. Torrebruno, “3D Worlds to Learn and Play: 6
Years of Projects with an Engaging, Pedagogically Effective, and Versatile
Educational Format,” Proc. World Conference on E-Learning in Corporate,
Government, Healthcare, and Higher Education 2008, Chesapeake, VA, AACE 2008,
pp. 738-745.
2. U. Barchetti, A. Bucciero, and
L. Mainetti, “Collaborative Learning through Flexible Web CVE: The Experience
of WebTalk,” In: G. Vincenti & J. Braman ed. Teaching through Multi-User
Virtual Environments: Applying Dynamic Elements to the Modern Classroom,
Hershey PA, USA: IGI Global publications, 2011, pp. 471-490.
Nicoletta Di Blas
Politecnico di Milano, Italy
Paolo Paolini
Politecnico di Milano, Italy
Alberto Bucciero
University of Salento, Italy
alberto.bucciero@unisalento.it
Luca Mainetti
University of Salento, Italy
Introduction
Educational
opportunities within Second Life (SL) offer students a rich context for interactivity, online accessibility, dynamic visual
displays, and communication capabilities that facilitate self-exploration. A
site that is useful to educators is an island called Star Journey.
Star Journey
Star Journey is
located at http://slurl.com/secondlife/Star%20Journey/128/123/440
in SL. It is a symbol-based method
for self-reflection that has been re-created in a virtual world format for
positive teaching and learning experiences.

Figure 1: Star Journey’s two
main components: ninety-six symbol cards and circle pattern chart how symbols
interconnect into a new mapping of consciousness
Star Journey is a
cosmological model as well as a practical tool used for problem solving. In the
real world, its two main components are separate and distinct although very
inter-related. One of these is a set of 96 Symbol cards and the other, a Circle
Pattern chart showing how the symbols connect into a whole. That whole is a new
map of consciousness, a model of the personal universe.
On Star Journey’s own
specially designed island, the Circle Pattern was the blueprint for designing
an arrangement of gardens and seas on ground level, and stars and gateways in
the sky above. Moving through this landscape, one encounters individual
symbols, each expressed in some unique and interactive way.

For example, the
symbol Rose is experienced as a
grotto filled with roses, the symbol Snow
can be visited up on a mountain top, and a special room tells about the Crown symbol, though freebie crowns and
a regal setting.
Using the Star Journey
in any of its modes involves working with symbols and metaphors to tap one’s
inner awareness. A key part of the method is a guided process which leads a
person through various mental techniques, with the object of gaining insights
and clarity about personal situations. Below is an exemplar journey by a
student.
Case Study
One Woman’s Journey to
Fulfillment
“I visited the Goal
Journey workshop, seeking insight into my current life situation. I am a recent
college graduate, who is used to working a full time job in retail while
pursuing education. That recently changed as I became a full time mother. Now I
felt lost, with little direction as to what to do for my life and future. I
began looking inward, seeking spiritual paths and somehow found Star Journey
island.

At this hands-on
learning session, I decided to be the volunteer, posing the question about my
current situation.
First, at the Star
Deck, I was asked to choose one of twelve doorways, Gateways, basic themes in
Star Journey. I instantly was attracted to “The
Pure Water” Gateway because of a dream I had of running in water near a
mountain. It felt ‘right.’ Then I chose three random symbol cards for my own
Goal Journey.
First was The Cross, representing my Goal. We
teleported to the Cross room; instantly, I felt a connection, and a resonance
deeply within me. The symbol’s keywords: New Direction, Revelation, Spiritual
Awakening.
In my life, it seems
there are many signs pointing me to pursuits of the spiritual. And with this
being my Goal card, it made total sense for me. I saw that The Cross was about inner experience, about fulfillment. With all
of the ‘soul seeking’ I’ve been doing, it made complete sense.
The second symbol was The Wand. This stood for the Problem,
keeping me from the Goal. The Wand area had a beautiful hot air
balloon and wind chimes. My first impression was something magical, such as
magical thinking or wishing, and of feelings such as having faith or belief in
self (or lack thereof). The keywords were: Imagining, Potentials, Will,
Actualizing.
This resonated deeply
with me once again. My problem is not actually taking the step of what can be,
but to follow my dreams. I saw that the only problem is my failure to make the
move from imagining to actualizing.
The Wand fit onto the Circle Pattern chart at the Key level symbol, representing
challenge. The challenge is to just hop on board and make it happen. My third
symbol was The Cave, as the You Now.
This is where I am now in my life, and it was also at the level of fulfillment.
The Cave was full of life, a
waterfall, living creatures, and crystals. My first impression of the cave was
seclusion, or hiding. The keywords are “Inner resources, Insight.
As a fulfillment
symbol, I saw that I am already using my inner resources to gain insight into
my life, which is completely true! I realize the current feelings of seclusion
and solitude (my intuitive impression) are also allowing me opportunities of
insight.
All three of these
symbols resonated perfectly with me about my current life situation, and my
interpretation was that the answer was to use the process (the Wand) of
actually just taking the steps in my life toward spiritual fulfillment.
Then at the Envision
Deck, I visualized the three symbols together in a picture as me walking on a
path and coming out of a forest. The path leads into a cave, above which there
is a large cross. I am carrying The Wand.
It is summer time, and the sun is shining through the trees illuminating The Cave. It feels like I’ve found
something, and The Wand has led me
there.
In this vision, the
cross was upon the cave. I was carrying the wand, using the ‘process’ to find
my spiritual fulfillment; walking the path will bring me there, to discover the
treasure within myself; fulfillment and happiness. I just need to have the
faith to take action and diligently seek spiritual fulfillment, to make myself
more whole. This journey was incredible! It helped me gain new insight into my
life.”

Christine F.
9/27/2011
Summary
Star Journey is a method that can be utilized by students to facilitate
introspection. Further information on Star Journey can be found at www.star-journey.com.
Richard H. Geer
Star Journey Symbol Method,
USA
Sonya R. Hardin
University of North
Carolina–Charlotte, USA
Introduction
An avatar is a
graphical representation of a real person in a collaborative virtual
environment, including its behavior (Capin et al., 1999); through avatars students
can meet and interact with others, agents, or with virtual objects. The
customization of an avatar’s appearance greatly influences the perceived
sensation of presence and awareness (De Lucia et al., 2009). Avatars could
mediate important information about participants through their appearance and
behavior. The term “non-verbal communication” is commonly used to describe all
human communication events which transcend the spoken or written word
(Loomis,1992). Non-verbal communication in human real-life interaction involves
gestures, body movement, facial expressions and speech; Collaborative learning
is effective if the group members engage in rich interactions (Dillenbourg,
2000). To this direction, avatars’ representation and gestures could support
the application of collaborative learning scenarios.
This article deals with the design, implementation and evaluation of
virtual metaphors, appearance features, gestures for students' avatars. The
case study aims to support
students’ collaborative learning activities by enriching avatar’s representational
capability.
Features that were implemented
include: a) user's role representation, b) nonverbal communication and c)
virtual metaphors.
Implementation of Avatar Features
A three-phased, online
collaborative learning scenario was conducted in Second Life for the duration of three weeks; two collaborative learning techniques
were used: a) Jigsaw (Aronson & Patnoe, 1997) and b) Fishbowl (Barkley et
al., 2004). Nineteen postgraduate students participated
and they were assigned a certain study topic, working in predefined groups.
Enhancing User Role Representation
Users in SL, can
customize their avatars’ appearance through a SL tool while they have also the
ability to “act” non-verbally through gestures and animations. The
implementations that concern the avatars’ appearance are mainly related to the
clothes that they wear during the online meetings. The objects regarding avatar
attire that were implemented (Figure 1a) are presented below:
Augmenting Nonverbal Communication
Non-verbal
communication seems to be highly beneficial to user interactions. Thus, we
designed non-real world metaphors for the students’ avatars. All features aimed
to support collaboration among student groups. Collaborative scenario
interaction analysis revealed basic gestures, animations or poses needed to
support students in collaborative activities, which constituted a
"nonverbal" equipment set for the students; newly implemented
gestures, as well as some existing SL gestures have been augmented.

Figure 1.
Implemented avatar's features.
Virtual Metaphors
We assume that visual
metaphors in e-learning can boost collaboration in CVEs and result in more
effective learning. In order to evaluate this assumption we designed virtual
tools implementing useful visual metaphors, described below:
Results
The evaluation
combined quantitative and qualitative data gathering techniques. Follow, we
briefly present, the evaluation results concerning the added value of the
implemented features and virtual metaphors on SL avatars, in order to support
collaborative learning activities.
Conclusions
Educational CVEs seem
to have special requirements for avatar representation and gestures that could
support the learning and collaboration process. Based on the user evaluation
results, we can conclude that when gestures were used, they enriched the
participants’ ways of communication and interaction within collaboration groups
as well as their perception of virtual presence. Another important issue that
was revealed and requires further research is to provide students and teachers
with the appropriate help in order to design and conduct successful and
effective collaborative learning scripts using 3D environments. We assume that
external help in the form of an anthropomorphic SL artificial intelligent agent
could provide the necessary support. This will be also the subject of our
future work.
References
Aronson, E., & Patnoe, S. (1997).
The Jigsaw Classroom: Building Cooperation in the Classroom, Longman, 2nd
Edition, ISBN: 978-0673993830.
Barkley E., Cross P.,
and Howell C. (2004). Collaborative Learning Techniques: A Handbook for College
Faculty, Jossey-Bass, ISBN-10:
0787955183.
Capin T., Pandzic
I., Magnenat-Thalmann N., and Thalmann D. (1999). Avatars in Networked Virtual
Environments, John Wiley & Sons Ltd,
West Sussex England, ISBN:0-471-98863-4
De Lucia A., Francese R., Passero I., and
Tortora G. (2009), Development and evaluation of a virtual campus on Second
Life: The case of SecondDMI, Journal of
Computers & Education, 52 (2009) 220–233.
Dillenbourg P. (2000). Virtual Learning
Environments: EUN CONFERENCE 2000: Learning in the New Millenium: Building New
Education Strategies for Schools, WORKSHOP
ON VIRTUAL LEARNING ENVIRONMENTS, 2-30, Geneva.
Loomis J. (1992), Distal attribution
and presence. Presence: Teleoperators and Virtual Environments, 1, 113-119.
Theodouli Terzidou
Computer Science
Department
Aristotle
University of Thessaloniki, Greece
Thrasyvoulos Tsiatsos
Computer Science
Department
Aristotle
University of Thessaloniki, Greece
Stavros Demetriadis,
Computer Science
Department
Aristotle
University of Thessaloniki, Greece
Introduction
We present our
postgraduate HCI (Human-Computer Interaction) design studio course that makes a
combined use of the constructivist pedagogy of PBL (Problem-Based Learning)
with a VW (Virtual World) design studio. The goals of the course are to:
PBL in an HCI Design Studio Course
We have adopted the
PBL pedagogy for this course. In PBL, students are presented with an authentic
problem and context and work in groups and autonomously to identify a route to
a solution. PBL should not be confused with mere problem-solving; in PBL the
problem is authentic and related to practice; the process of inquiry needs to
be identified by the learner; the outcome is essentially a unique proposal to
tackle the problem (Wood, 2003). Nelson (2003) argues that PBL can be employed
to restructure computer science courses, programs of study, or entire
institutions provided that professors conceptualize “curriculum as problems,
place students in the role of designers, and reconfigure classrooms as design
studios”.
The HCI course had the
following schedule (3 hours/12 weeks):
The main phases of the
project development (2-5) were considered as problems of HCI and design methods
use. The course process was iterative and incremental, blending HCI methods,
design practice and technology. The main activities (Figure 1) were: (a)
presentation; (b) critique; (c) reflection; and (d) design.

Figure 3:
Outline of the iterative process and activities followed during each HCI studio
course work.
The Virtual Design Studio: Supporting Remote
Collaborative Activities
To support the virtual
studio activities we have installed a VW based on open source software[1],
instead of the most popular SL (Second Life) environment, to allow us with
freedom (and no cost) of configuring the environment, controlling user access
and storing user-generated content. However, a Virtual World is not a learning
or design environment per se; it has to be designed as such. Therefore, we have
designed and developed additional content in the form of workplaces and
interactive objects (tools). The workplaces were:
We have also developed
a number of interactive tools (Figure 2) using the Linden Scripting Language
(LSL):

Figure 2. Virtual World
tools.

Figure 3. A Group
presentation in the classroom.
Finally, we have
developed the Interface Element to be used for the implementation of the
functional user interface prototype inside the VW. Using multiple copies of
this object, students can progressively construct windows containing elements
such as buttons and images and define their behavior using simple commands. The
interface element can have one or more of the following functions: (a) a
Button, (b) a Window, (c) an Image Container (contains a number of images and
it may display the next, previous or any indexed image based on the event it
receives).
During the design
activities, the VW design studio tools were used in various ways (e.g. Figure
4).

Figure 4. (a-c): Sketches
and models of the design projects created in the virtual design studio with the
use of the sketch board and drawing board tools; (d) the VW as a prototyping
tool: a user approaching a multimedia kiosk at the entrance of a theatre.
Assessment
The assessment of the
course indicates that the VW can contribute to students’ engagement to the
collaborative design project and to the development of digital design
competence. The VW has been used in this course as a design studio allowing
remote collaboration and as a prototyping tool. We are currently applying and refining
our approach in a wider range of
projects and paths in the multidisciplinary area of HCI, interaction and service
design involving more students and groups on the basis of the experiences
gained.
References
Arvola, M. & Hartman, H. (2008) Studio
Life: The Construction of Digital Design Competence, Nordic Journal of Digital
Literacy, Vol. 3, Issue 2, pp. 78-96, 2008.
Nelson, W.A. (2003) Problem-Solving through
Design, in D.S. Knowlton and D.C. Sharp, eds., Problem-Based Learning in the
Information Age, New Directions for Teaching and Learning, San Francisco:
Jossey Bass, Fall 2003, pp. 39–44.
Wood, D. (2003) ABC of learning and teaching in
medicine: PBL. British Medical Journal, 326 (2003), pp. 328–330.
Spyros Vosinakis
University of the Aegean
Department of Product &
Systems Design Engineering
Syros, Greece
Panayiotis Koutsabasis
University of the Aegean
Department of Product &
Systems Design Engineering
Syros, Greece
In this paper we
motivate the necessity of time+resource metadata in current e-learning
standards to support collaborative activities. Learning Objects (LOs) are
currently defined in a very independent way from each other, which makes it
difficult to use them in a real scenario where students interact and have their
own constraints. We present some challenging features that, at least, should be
discussed when elaborating new e-learning standards.
Motivation
In e-learning,
metadata labelling offers an effective way to annotate LOs by means of title,
description, keywords, relations and some technical data. Basically, e-learning
standards focus on the educational perspective, dealing with LOs in an isolated
way, which facilitates the dynamic sequencing of learning routes tailored to
the students' profiles. However, a fully-tailored route should not only cover
the individual user pedagogical aspects, but also the physical issues of the
real setting in which the route will be used [1]:
1.
LOs and
their involved activities could require group interaction, collaboration and
sharing of some particular resources which are not always available.
2.
Students
(and teachers) have their own temporal constraints (e.g. number of hours
devoted to each course), which implies constraints on the learning route.
3.
Not all
the students have the same learning goals; some students are interested in
being acquainted with some general contents, but others want proficiency in
just a few topics. And students also have different preferences in terms of
difficulty of the course, duration or even fees.
Therefore, it does not
suffice to bring the right content to the right person, but also at the right
time and with the right resources, which is usually missing in traditional
e-learning standards. In addition to these static characteristics, students
have to eventually execute the learning route, which means that some
discrepancies (e.g. an activity takes more time than expected, a resource is no
longer available, or one student cannot finish an activity on time) may appear
and invalidate the original route. At this stage, students may opt for keeping
as much of the original route as possible, or to find a similar cost/length new
route. And again, nothing about these stability concerns is considered in
current standards.
Most Learning
Management Systems (LMSs) and tutoring tools now provide options to address
collaboration, such as shared calendars, chat, forum tools and on-line surveys
(i.e., evaluation checkpoints where teachers monitor the accomplishment of a
learning activity). However, this information is poorly supported in current
e-learning specifications. For instance, i) IMS-LD models collaborative
activities but cannot represent temporal nor resource constraints; and ii) goals
are usually represented as nested activity structures, and checkpoints are
modelled as properties that represent predefined conditional routes. This
information is currently too static, and prevents us from using an automated
mechanism that adapts the learning route to the students' profile in a dynamic
way -mainly because there is not a clear standard specification from where to
obtain this information. Perhaps, IMS-LIP could be used to define goals at
different levels, or IMS-MD to define temporal margins for collaborative LOs;
but again, there is no metadata to express this.
Use of modern techniques and applicability
AI planning techniques
offer very appealing possibilities for the development of e-learning
environments that effectively consider the previously described constraints and
requirements. In fact, a lot of everyday activities imply some kind of
intuitive planning to determine a series of tasks to reach some goals under
definite constraints. The advantage of using intelligent planning (and scheduling)
techniques is that they bridge the gap between the purely e-learning
necessities and the accommodation of time+resource constraints of the real
environment. Planning techniques go beyond the traditional e-learning insights
and give support not only to adaptation and LO sequencing, but also to
scheduling constraints and multi-criteria optimization metrics. This raises a
challenge for a successful integration with LMSs that facilitate the dynamic
navigation of contents/LOs, monitor the students' progress when following their
proposed learning routes, check whether some discrepancies appear and react to
them to adapt the routes to the new necessities.
The possibility of
directly encoding in the e-learning standards all the information related to
temporal and resources constraints, students’ goals and preferences would
highly increase the effective applicability of planning, independently from the
LMS adopted. And not only for planning application, but also for other
approaches that address these issues. In fact, many authors have tried in the
last years to handle these constraints using different techniques, such as
adjacency matrices, integer programming models, neural networks and graph-based
sequencing procedures [1,2,3], but the main limitation is the lack of standard
metadata on which to rely.
Conclusions
We propose the
integration of time+resource metadata in current e-learning standards to
promote a more effective learning process. This is fundamental to support
collaborative activities, sharing of resources, handle users’ constraints and
goals independently from the LMS adopted. We have used AI planning techniques
which have shown to be very adequate to generate fully tailored routes [1],
although other approaches could benefit from these additional information. All
in all, we think that the use of automated techniques that deal with temporal
and resource constraints would be very important for the development of
effective e-learning collaborative methods and their integration with current
LMSs.
References
[1] Garrido,
A., and Onaindia, E. (2011). Assembling Learning Objects for Personalized
Learning. An AI Planning Perspective. IEEE Intelligent Systems: in press.
[2] Idris,
N., Yusof, N., and Saad, P. (2009). Adaptive Course Sequencing for Personalization
of Learning Path Using Neural Network. Int. J. Advance. Soft Comput. Appl.,
1(1): 49-61.
[3] Kontopoulos,
E., Vrakas, D., Kokkoras, F., Bassiliades, N., and Vlahavas, I. (2008). An
Ontology-based Planning System for E-course Generation. Expert Systems with
Applications, 35(1-2): 398--406.
Antonio Garrido
Universitat Politècnica
de València, Spain
Lluvia Morales
Institute of Computing
Technological University of la
Mixteca, México
Ivan Serina
Free University of
Bozen-Bolzano, Italy
Virtual worlds are computer
platforms which allow synchronous interaction across distance in a persistent
digital space. Through task-based learning, educational concepts can be
embedded in new pedagogical designs within serious virtual worlds (Bellotti et
al 2010). Over the past decade, the use of virtual worlds has rapidly risen,
particularly for young people (Kzero 2011). For educational use, the Kzero
report found Second Life to be the leader used for colleges and universities
and Whyville for 9 - 15 year olds.
Librarians were among
the earliest groups to embrace virtual worlds with the Alliance Virtual
Library, now called the Community Virtual Library) organizing an island in
Second Life in 2006. Librarians around the world are collaborating through the
Community Virtual Library, the American Library Association, and numerous
universities. Examples of the uses of virtual worlds in librarianship include:
information delivery, conferences, workshops, exhibits, displays, simulations,
research, book discussions, and interactive discovery learning (Hill & Lee
2009).
Virtual Tornado: An Exhibit and live Simulation
A group of librarians
in the Texas Library Association built a library exhibit at the Community
Virtual Library to share information on tornadoes, after the disastrous tornado
outbreak across the United States in the spring of 2011. Virtual books,
posters, handouts, links, 3D objects, and photos were set up during the months
of August-October 2011. Volunteers were recruited to serve as rescue workers
for two live rescue simulations created by a Second Life resident, Freecilla
Kuhn, at TRS360 (the Right Place All Around).
Purpose of the Project
Because libraries have
been revolutionized by the Internet, rapidly changing technology applications,
and user-generated content, students entering schools and libraries today have
information needs unlike those of only a decade ago. The TLA Second Life
librarians happened to meet the builder of several virtual rescue simulations
in Second Life. The topic of tornadoes seemed timely, both for understanding
preparation for disaster and for experiencing a simulated rescue operation.
Training for the Simulation
Three training
sessions were held prior to the live tornado rescue simulation events. The TLA
SL librarians donned rescue worker attire (firefighter uniforms, rescue
uniforms or police uniforms) and were given the rescue equipment needed, such
as hoses, stretchers, and medical equipment. The volunteers (some were
librarians and some were friends, family, teachers, or students) were given the
choice of roles: rescue operation workers or victims. Those who attended
training also received vehicles to drive: an ambulance, a police car, or a fire
truck. Most newcomers chose to be tornado victims.

Virtual rescue workers
The tornado rescue operation
was a very short and simple scenario. Volunteer avatars met at the exhibit for
a brief introduction about the background and purpose of the project. A
librarian on duty at the Community Virtual Library reference desk was given the
landmark to the virtual tornado rescue sim (virtual island in Second Life), in
case anyone interested in participating came late.

Tornado destruction
After an introduction
at the exhibit, the avatars teleported (instant transport to a different island
or sim on the Second Life grid) to the rescue exercise. The storyline given to
participants was as follows: Individuals are walking through town when a
tornado suddenly hits. An emergency call alerts the police, fire department,
and emergency medical team. The police officer asks for help as needed and the
firefighters and emergency rescue workers respond. The story ends with all hurt
victims delivered to safety. An optional role was a television reporter
discussing the damage at the scene. The builder in Second Life created the sim
to randomly display the debris and damage from the tornado each time the script
is run, which adds to the realism of the simulation. Feedback from participants
noted that the "chaos experienced was what one might expect during a real
tornado rescue!"
After each of the
three training practice sessions and the two final live events, the
participants, librarians, and volunteers met to debrief and discuss the
learning process. One younger participant, experienced in video-gaming, had no
difficulty at all learning to operate the vehicles, even though he had very
little experience with Second Life. Another older educator felt
"overwhelmed at times by the amount of multi-tasking involved."
The TLA Second Life
librarians, as organizers of the project, found that learning was taking place
on two levels: (1) the virtual world platform itself (learning how to maneuver
the objects, animations, and avatars) and (2) the learning objectives for
content (understanding how a rescue operation takes place). With any new
technology device or application, the tool itself must be mastered before
meaningful content can be embedded and used. For example, a student must become
a fluent reader before tackling a variety of literary genres for meaningful
purposes. The book, at one point in our human history, was a new technology.

Traditional print resources
Discussion and Implications for the Future
Students in a
traditional school library might study tornadoes through print materials,
websites, or audio-visual resources (such as a video). Through an immersive
simulation, many subjects can be taught in an active rather than passive
context. Over the past decade, the use of video games has increased and stories
are now embedded into video games which make them a literary genre (Mastel and
Huston 2009). Cinematography and special effects add to the realism of
videogames and experts agree that the brain uses critical thinking to master
skills needed in the semiotic domain of gaming. (Gee 2003).
Undoubtedly serious
gaming and virtual worlds are impacting the information seeking behavior of
students and library users, just as the Internet did decades ago. As librarians
and educators seek best practices for implementation of new technological
applications into curriculum and libraries, it will be imperative to consider
the purpose of synchronous immersive learning environments. The Virtual Tornado
Exhibit and Simulation was an example of utilizing a virtual world to deliver
meaningful content across distance and across a variety of media.
References
Bellotti,
Francesco, Riccardo Berta, Alessandro De Gloria, and Ludovica Primavera. 2010.
Supporting authors in the development of task-based learning in serious virtual
worlds. British Journal of Educational Technology 41, (1) (01): 86-107.
Gee, James Paul.
2003. What Video Games have to Teach Us About Learning and Literacy. New
York: Palgrave Macmillan.
Hill, Valerie,
and Hyuk-Jin Lee. 2009. Libraries and immersive learning environments unite in
second life. Library Hi Tech 27, (3): 338-56.
KZero Worldswide. 2011. http://www.kzero.co.uk/
Mastel, Kristen, and Dave Huston. 2009. Using video
games to teach game design: A gaming collection for libraries. Computers in
Libraries 29, (3) (03/01): 41-4.
Valerie Hill
School
of Library and Information Studies
Texas
Woman's University, USA
Abstract
This paper aims to
discuss some of the key issues associated with PPPs in education in order to
understand the role MSPs can have in improving the skills and education system
of the European Union (EU). Also, it sketches out some possible policy
recommendations to ensure that MSPs can successfully harness all available
expertise and resources in support of a shared goal. The paper concludes that
given the complexity of the operating environment for multi-stakeholder PPPs in
education, it is important to state that there is no single ideal-type
multi-stakeholder PPP for e-skills development. Further, substantial political
support is needed to explain the changes implied by PPPs potential for the EU
and EU Member States in the e-skills content.
To Begin With
The term “e-skills”
encompasses a wide range of capabilities (knowledge, skills and competences)
and issues with an e-skills dimension and spans over a number of economic and
social dimensions. The ways individuals interact with information and communication
technology (ICT) vary considerably, depending on the work organisation and
context of a particular employer, or home environment. Today, there is greater
need for discussion and research about “public private partnerships” (PPPs) or
“multi-stakeholder partnerships” (MSPs) for ICT skills development.
Multi-Stakeholder Partnerships to Bridge the
“Parallel Universes”
The ability of society
to enhance the development and maintenance of education systems capable of
meeting the changing needs of its users, the pupils, and of the ICT-embedded
industry, and the society as a whole, is coming under ever closer scrutiny. The
wide-ranging demands placed on traditional education systems, including
improving quality, promoting equity, and ensuring accountability mean that
governments alone may no longer be able to meet all these challenges.
Digital Opportunity Initiative
Evidence strongly
suggests that, in order to reap the benefits of ICT at a national, regional or
sector level, it is necessary to create a new form of collaboration that
involves the full range of actors in the public and private sectors in a
process that is inclusive, open and participatory. The “multi-stakeholder
partnerships” (MSP) strategies are not universal. Countries face different circumstances,
priorities and financial means, and should, therefore, adopt different
strategies accordingly. A comprehensive framework, however, can assist in
determining a strategy regardless of what goals have been established, since
coordinated action is always likely to yield more effective results. The MSPs
can be built at every stage of the value chain for continuous learning
(Figure-1).

Figure-1: The
Multi-stakeholder partnerships (MSP) process
Benefits of Multi-Stakeholder Partnerships:
·
For the
public sector:
o
More
widespread provision of computer literacy, basic as well as professional
e-skills, ensuring wider productive participation and co-operation of citizens
in the knowledge-based society.
o
Enhancement
of existing curricula to fit modern needs. Students will be able to leave
formal education channels with workplace ready-skills.
·
For the
students:
o
Enhancement
of just in time learning and lifelong learning opportunities.
o
Updated
curricula mean acquisition of current, real-valued e-skills.
·
For industry:
o
Workplace-ready
employees.
o
Closer
match of supply and demand reduces need for costly re-training on the job.
o
Supply of
workforce no longer dependent on national boundaries.
Some Examples of Multi-Stakeholder PPPs for
E-Skills Development
Concluding Observations
The paper concludes
that (a) Substantial political support is needed to explain the changes implied
by PPPs potential for the EU and EU Member States in the e-skills content; and
(b) Comprehensive and integrative partnership projects, such as projects for a
“European ICT Career Development System and ICT Career Portal”, could serve
best to deliver the applied economics of multi-stakeholder partnerships for
e-skills development in Europe and beyond.
References
1. Asian
Development Bank, proceedings of the ADB seminar Public-Private Partnerships in
Education, Tokyo, 29 May – 7 June 2000.
2. http://www.qualityresearchinternational.com/glossary/lifelonglearning.htm,
accessed on September 30, 2011.
3. http://www.kmel-journal.org/ojs/index.php/online-publication,
accessed on September 30, 2011.
4. http://www.e-skills-ilb.org/docs/initiatives_euLevel.pdf,
accessed on September 30, 2011.
5. http://ec.europa.eu/enterprise/sectors/ict/files/
comm_pdf_com_2007_0496_f_en_acte_en.pdf, accessed on September 30, 2011.
Santosh Kumar Mishra
Population
Education Resource Centre (PERC)
Department of Continuing and Adult Education
and Extension Work
S. N. D. T. Women's University,
Mumbai - 400020, Maharashtra, India
The importance and
influence of social network has been ubiquitous nowadays. This decade has seen
the rise of these platforms where billions of people are sharing their
information, communicating their feelings and even performing activities to
satisfy their business requirements. If we take only one of the several popular
social networking services – facebook for example, we can see that their number
of active users is more than 800 million. More than 50% of them log on in any
given day, sharing 250 million photos every day[2],
and growing at a rate of around 83 percent per year on average over the last 5
years[3].
The concept of social networking has changed the way we have thought about
communication – personal or professional, and in no way we can ignore it
anymore. The purpose of this article is to emphasize the application of social
networks among a specific group of people – the researchers and to present a
platform that combines some unique features in this respect.
Researchers also share
the same communication requirements as general people. They need to find
information and share it with others. As a matter of fact, the requirement of
effective communication is more important for them than the general people; as
knowledge is power and dissemination of that knowledge only increases it. The
type of information and communication also varies according to the level and
expertise of the researchers. There are situations when a researcher searches
for publications and references, when a freshman looks for research funding and
a supervisor to work with or when an academician wants up-to-date information
of any particular research topic or work by other researchers, only dealing
with factual information makes the task difficult and time consuming. The field
of research is becoming richer with the high increase in the amount of research
works, research depth and the number of people involved. Given this inherently
social and dynamic nature of research, an interactive network platform is
utterly needed to bind information with people focusing on research activities.
There are several web
resources like Citeseerx, Google Scholar, Pubzone to find out research related
information, besides the professional bodies like IEEE and ACM. These include
papers, citation data and author information. Sites like Microsoft Research, Arnet Miner (http://aminer.org) and Microsoft Academic Search provides
information with better visualization tools like co-author path, citation
graph, organization comparison, location based research, researcher info and
effective search pruning options. But these sites lack collaboration facility
among researchers. There is another service provided at www.academia.eduthat targets this field. Though more than half a
million[4]
academician users update and share information about their work and interests
here, making it probably the largest social network for academicians, the site
lacks many important facilities to share and find information that would have
made it more effective. Nevertheless, the success of this website proves the
requirement of such a service.
To combine the
requirements of a research regarding information access, sharing, and
collaboration, we propose our solution VizResearch, a platform for online
research community with visualization of information. It is a social network of
researchers and academicians where they can interact with through following
other's work, form a group of same interest, do group base activities like
message post, comment, and file sharing. Another group-based activity is
arranging related events like conferences, seminars, or information sharing
along with the event's geographic location visualized in a map. Users can
upload and/or share their publications' information too. Papers and
publications can be rated and reviewed by other users.
Users' provided
profile information are presented with visual aids. A researcher's
relationships can be visualized, like her co-authors list and supervisors'
hierarchy tree. Papers and publications are presented with their bibliography
as well as their citation information. Users can share their project or
research work details and also the corresponding funding information.
|
|
|
|
Fig. 1: User interaction and
search options. |
|
Based on the users
rating, publication search has been made efficient in VizResearch. Publication
can be searched with title, author, and keywords with the filtering options of
publication year and publisher. The search result can be presented in a sorted
order based on citation number and user rating. Researcher’s information can be
found with many efficient filtering options like organization, research
interest, and most importantly, by geographic location in a Google map. Also
the trend of research fields can be visualized in a chart showing percentage of
the total number of researchers working on various fields verses time.
The project
VizResearch is developed on ASP.NET using Oracle as the backend to provide
robustness and security. We are working on developing a version of VizResearch
that will provide easy access and use from mobile phone devices. We expect to
implement location based organization, researcher and event finding facility
with GPS data. One of our biggest challenges will be recruiting large number of
academicians around the globe in the site. We hope to do this by forging
partnerships with universities and research institutions.

Fig. 2: Information visualization.
This work, VizResearch, in essence brings all
vital research facilities namely, information sharing, information
visualization, community interaction and dynamic evaluation of research and
researchers under a single hood. It aims to become a platform to link the
knowledge of people and people with the knowledge and thereby fueling research
collaboration and information exchange globally.
Sarah
Masud
Bangladesh University of Engineering and Technology
Dhaka-1000, Bangladesh
Monjura
Afrin
Bangladesh University of Engineering and Technology
Dhaka-1000, Bangladesh
Farhana
Murtaza Choudhury
Bangladesh University of Engineering and Technology
Dhaka-1000, Bangladesh
Syed
Ishtiaque Ahmad
Cornell University, USA
Hasan
Shahid Ferdous
Bangladesh University of Engineering and Technology
Dhaka-1000, Bangladesh
Foreign language and
culture instruction today, particularly the less commonly taught languages,
faces a paucity of authentic, engaging, appropriate, and affordable teaching
materials. We use three case studies to show that by creating materials online,
course content can be more authentic, appropriate, and cost-effective;
furthermore, the use of technology can help create more positive affect effects
in today’s students’ learning.
There has been an
increasing trend towards the incorporation of authentic materials into foreign
language and culture classrooms for the past twenty years. Authentic material
promotes overall communication competence through a task-based approach (Rogers
& Medley, 1988) and positive attitude towards the target culture (Westphal,
1986). However, students can experience anxiety when faced with authentic
materials that are not completely tailored to their proficiency level and needs,
resulting in negative learning experiences.
We contend that the
use of technology can alleviate student anxiety and foster an inviting learning
environment by affording students more control over the input of authentic
materials. For example, by presenting authentic materials online, students can
have all the advantages provided by authentic documents and at the same time
determine how and when they use them. Once the cycle of anxiety and frustration
is broken, they will experience less stress when faced with authentic language
in a live setting. Technology also brings about student engagement. Carmean and
Haefner (2002) state that internalization occurs when learning is social,
active, contextual, and student-owned. Current technologies can be used as
powerful tools to encourage student cooperation and assist them to deploy
active learning techniques and multiple learning styles. Course Management
Systems (CMS), for example, enable instant information exchanges and
simultaneity, and employ various cognitive stimuli both in
material-presentation and in activity-design. As the first generation that has
grown up in the digital age, today’s students have the unique ability of
weaving together images, text, and sound and extracting information from them,
and prefer environments that offer immediate rewards and opportunities for
social networking (Lippincott, 2005).
Our first case study
is the design of an online virtual book for Contemporary Francophone Quebec
Culture, which is taught in English. Prof. S first identified reliable English
websites and other multimedia resources that matched the topics in her
syllabus. She then created hyperlinks on Blackboard. Then she required students
to prepare PowerPoint documents by synthesizing the information presented in
the authentic documents; she also required students to participate in an online
discussion board. Prof. S scaffolded students to retrieve and process authentic
information in a hands-on manner; for example, when studying the conflict
between the French and English in 1950s Montreal, instead of reading a dry
account of an historical event, students are drawn into the emotions
communicated by the authentic multimedia documents they are exposed to. Also
this virtual textbook spares the expense of course materials, when most of our
students are from low-income families in an urban-setting.
Prof. P created
web-based activities for Beginning Italian, to make up for the lack of
authenticity and task-based activities in the textbook and the lack of
diversity in Italian pedagogy. Students worked in groups to surf Italian
websites to compare travelling by train and by airplane. Then they justified
their choice by completing charts with required information. Finally they
checked train and airline websites to come up with a travel itinerary. Then
students completed charts regarding what clothing items the traveler needs with
role-play and then they used online shopping links to buy the desired clothes
with a budget.
These internet-based
and student-centered activities that simulate real-life experiences boosted
students’ interest greatly. Students approach
the authentic material with less frustration because their mastery of
technology balances their language deficiencies; they show persistence
and collaboration in trying to solve the
linguistic, cultural, or pragmatic issues, all important factors for
successful learning.
The majority of the
handful of existing Chinese textbooks reflects an out-of-date
grammar-translation approach. Prof. H. decided to create his own online homemade
video vignettes to supplement such deficiency. These materials also resolved
difficulties caused by a low budget and copyright laws that make it harder to
purchase high-quality, suitable, and authentic teaching materials.
First, Prof. H
videotaped some conversations by Chinese speakers. He guided these
conversations to include the structures and vocabulary being taught in his
Intermediate Chinese. Such semi-authentic and semi-pedagogical materials can
engage learners better and enrich the input format. Also, such ‘directed’
authentic speech helped alleviate some of the anxiety that students might have
otherwise experienced. Prof. H selected and edited the clips to be posted on
Blackboard. Using the Chinese input, he created a variety of exercises including
multiple choice, dictation, and filling in the blanks, with the test-designing
tools.
Authentic materials
are best suited for the development of skills in listening and reading
comprehension. While audio can isolate listening exercises, video can do more
by training students to interpret other essential communicational cues, like
gestures and facial expressions that might be language- and culture-specific.
The option of keeping the video captioning on made each video not only a
listening but also a reading exercise.
We conclude that when
authentic, interactive, engaging, appropriate and affordable materials are
incorporated into foreign language and culture teaching by means of technology,
they can make learning independent, social and student-oriented, providing
nurturing affect effects that tap into students’ own technology skills.
References
Carmean, C. & Haefner, J. (2002). Mind over
Matter: transforming course management systems into effective learning
environments. EDUCAUSE Review,
27-37.
Lippincott, J. K. (2005). First Steps toward
Understanding the Net Generation. In Diana Oblinger and James Oblinger (eds.) Educating
the Net Generation Educause.
Rogers, C. & Medley, F. (1988). Language
with a Purpose: using authentic materials in the foreign language classroom. Foreign
Language Annals, 21: 467-78.
Westphal, G. F. (1986). On the Teaching of
Culture in the Foreign Language Curriculum. Canadian Modern Language Review.
43: 87-93.
Pierluigi Erbaggio
University
of Michigan, USA
Sangeetha Gopalakrishnan
Wayne
State University, USA
Sandra Hobbs
Wayne
State University, USA
Haiyong Liu
Wayne
State University, USA
Abstract
This paper presents
a proposal for a pervasive
system that provides students access to
bibliographic sources recommended
by teachers in each
of the subjects or courses in which students are registered.
To define the
educational content to a subject or course we used
the IMS Learning Design
(IMS LD) standard. Finally, we have
studied the use
of Near Field Communication
(NFC) for the development of
this pervasive system.
Introduction
Currently, Europe has
undergone a process of change to educational level: the construction of the
European Higher Education Area (EHEA) [1][2] . Due to the new directives of the
EHEA, a new model of education should be implemented at European universities.
The implementation of this model requires the application of new methodologies
and teaching techniques as well as the use of information technologies to
provide customized and ubiquitous training, so students can develop their
skills and abilities through a process of classroom and virtual training.
This work is focused on the use of
existing ontological standards (IMS Learning Technology Standards
Observatory (IMS-LTSO) [3]) for the proposal of an ontology
for describing of custom teaching guides. The ontology contents are related
to bibliographic information
chunks which have been recommended
by the teachers in order to improve the understanding
of the subjects and the
development of expected skills. Specifically
we have made use of the IMS-LD standard [4] which
offers a way to describe the learning activities and their organization. This
language is both a means to elaborate and share pedagogical design and a
support for the execution within Learning Management Systems.
The
main goal
of our work is to define a
standard ontology based on IMS-LD
oriented to the creation and maintenance of teaching guides. In addition we aim to monitoring
teachers teaching students, to give
support to students
in their study, promoting access to personalized
bibliographic sources, guiding what
specific sources (articles,
books, and any kind of recommended bibliography) must be accessed by students in order to acquire
the required knowledge in each of
the disciplines. In addition,
this study focuses
on the use of NFC
[5] (Near Field Communication) technology to build a customized system. This system helps the
university students to access, read and review the necessary
bibliography sources for the development of their
learning. The independent study and
consultation of bibliographic
sources for a college student
is a gap in
the current system. However, it is of vital importance in the new
training model
Basically, the system
has an architecture
based on a back-end system responsible for
the management of the information and a
front-en system running on a NFC enabled device. The back-end system is responsible for
the management of the information about teachers, students, teaching
guides, etc., and link items to bibliographic
elements of the subject programs. A bibliographic item
can be anything from a full text, book chapter, one or a set of pages,
a web address, etc. The front-end system is designed for
the students can use this system at anytime and
anywhere in a personalized way. Its application areas
are university libraries, promoting the study of students and the access
to recommended literature.
Under this goal
will be proposed an ubiquitous system architecture based on Web-services and use of NFC technology. When a student "touches" one bibliographic source, he/she receives personalized
information on his/her NFC device
about the information elements that this source
can contribute to
their academic and professional training.
In order to apply and test this approach, a tool called PINAKES
(Pervasive and INtelligent system for the Awareness Elicitation for Students)
has been created.
PINAKES Overview
We have developed a
prototype which uses the information that has been defined through IMS-LD
ontology. This ontology describes the structure of the
teaching guide and the recommended references. The prototype
user interface is developed on top of the Android platform and tested on
Nexus-S smart phone.
|
|
|
|
|
|
|
(a) |
(b) |
(c) |
(d) |
(e) |
|
Figure 1: Some PINAKES
Mobile Application snapshots |
||||
The tool allows
getting information about a bibliographic source through a NFC Tag assigned to
it. This Tag (a RFID label) stores the information about the source. Fig 1
shows some snapshots of the application’s interface. The application could be
instantiated on demand by the user or automatically when the user “touches” a
Tag available in the source. When the application is instantiated on demand,
the application shows to the user all the available options (Fig 1.a): a)
Library access, b) Touch source, c) Touch teacher post-it, d) Search, and e)
Recover information. The information received by the user in previous
interactions could be stored for future accesses and requests.
References
[ 1
]
Clausen, T. H. (2005). Undergraduate Engineering
Education Challenged by The Bologna Declaration. IEEE TRANSACTIONS ON
EDUCATION , 48 (2), 213-215.
[ 2
]
European Commission. (Mayo de 2006). Cumplir la
agenda de modernización para las universidades: educación,
investigación e innovación. Recuperado el 1 de 2011, de
European Commission: Education & Training:
http://ec.europa.eu/education/higher-education/doc1324_en.htm
[ 3
]
LTSO, Learning Technology Standards Observatory, http://www.cen-ltso.net.
[ 4
]
IMS Learning Design Standard, 2003,
http://www.imsglobal.org/learningdesign.
[ 5
]
NFC Forum. (2010). Recuperado el Octubre de 2010, de http://www.nfc-forum.org/home
Francisco Manuel Borrego-Jaraba
University of Córdoba,
Spain
Irene Luque Ruiz
University of Córdoba,
Spain
Miguel Ángel Gómez-Nieto
University of Córdoba,
Spain
In a classroom
environment it is necessary for the teacher to teach the students in a way that
is convenient for both the students and the teacher. The overall teaching
process should not only be educative and informative, but also there should be
equal participation and interaction between the students and teacher. The
teaching lessons become boring and ineffective when this interaction and
communication is missing in the classroom.
While delivering a
presentation in PowerPoint or during any demonstration in the classroom, the
teacher has to constantly move to the computer to change the slides and to
perform other operations, which creates inconvenience and often interrupts the
flow of the teaching and concentration of the students. Using the Microsoft
XBOX 360 Kinect sensor, the power and ease of use of the new emerging
techniques of Natural User Interface (NUI) can be applied to make the
presentations and other computer operations easier and more effective. The
students can directly take part in the teaching process and the interaction
between the teacher and students can be more natural in this way.
Kinect is not just a
sensor device for Microsoft XBOX 360; rather it is being deployed in different
educational and recreational purposes. Kinect has been integrated in different
schools in South Africa [1] for the educational and recreational activities of
the children. The motto is: “No
more monologue by the teacher aimed at the students who don’t retain half of
what they hear. No more boredom in the classroom… “Language is no longer the
barrier; physical impairment is no longer a shortcoming. Interactive schooling
is the way of the future.”
Kinect has been used
for teaching mathematics concepts relating to functions with Kinect [2] and also for Learning Analytics and RTI
[3] (Response to Intervention). It has been used for different recreational purposes such as for hand
painting [4] and also for other interactive games.
With this latest
sensor device developed by Microsoft, we have used our programming skills to
detect basic human gestures to control PowerPoint presentations and the mouse
operation by our hand movements, and thus freeing the teacher from the
keyboard/mouse and to interact more naturally with the students.
We have developed a
gesture detection engine on top of the Kinect Software Development Kit (SDK) to
detect hand movements so that we can control the operation of Microsoft
PowerPoint and the mouse operations with our gestures. The NUI Skeleton API of
Kinect provides information about the location of a person standing in front of
the Kinect sensor array, with detailed position and orientation information.
The data is provided to application code as a set of points, called skeleton
positions, which compose a skeleton. This skeleton represents a user’s
current position and pose. The movements of the hand are used to control the
PowerPoint and the normal operation of a mouse for computing. We have used
right hand movements for PowerPoint control and cursor movement of a mouse and
different left hand movements for left click, right click and double click of a
mouse. Both hands can be used for mouse dragging operation.

Fig.
1: Gesture based computing, some examples
To make a gesture based command, the
teacher has to keep his right arm at about his/her shoulder level and move it
left or right to make commands, “Next Page” or “Previous Page”. For mouse
cursor control the right hand position is used. For left click the left hand
has to be between the spine position and left shoulder position, for double
click the left hand has to be over the left shoulder position and for right
click the left hand has to between the spine position and right shoulder
position. For mouse drag operation left hand has to remain fixed and the right
hand movement will perform the operation.
The hardware requirement is Intel
Dual Core PC or equivalent and Kinect sensor as mentioned earlier. It also
requires Microsoft Visual Studio 2010 Express, Microsoft .NET Framework 4
(installed with Visual Studio 2010), DirectX Software Development Kit and
DirectX End-User Runtime Web Installer installed in the computer.
The scope of Kinect
for learning (gesture-based learning) is not constrained to just inside a
classroom, it can be applied to many other fields. It can be very helpful to
the physically disabled and autistic (specially enabled) children for their
learning and other purposes. Different useful and educative applications and
operations are being performed effectively and conveniently by Kinect everyday
and this new approach of human technology interaction will flourish more in the
near future.
Kinect has opened a
new era of Human Technology Interaction (HTI) and has created an easier and
convenient way of teaching in the classroom. The class lessons will no longer
be boring to the students, as it revitalizes classroom lessons and transforms ordinary classroom experiences
into extraordinary immersive education. The teachers will also feel
convenient and natural in teaching and interacting with the students. Kinect
can detect any person in front of its sensors, so the students can also
participate in the learning process effectively. This gesture-based interaction
cannot only be used in learning but also be used for entertainment of the
children, where many interesting and educative games can be played by it.
References
1.
http://www.kinecteducation.com/blog/2011/09/19/kinect-in-education-good-bye-old-school/
2.
http://www.kinecteducation.com/blog/2011/08/04/kinect-lesson-plans-teaching-math-linear-functions-with-kinect/
3.
http://www.kinecteducation.com/blog/2011/09/21/kinect-for-learning-analytics-and-rti/
4.
http://www.kinecteducation.com/blog/2011/07/14/kinect-in-elementary-classrooms-hand-painting-without-the-mess/
Ridwan Rashid Noel
Bangladesh University of
Engineering andTechnology
Dhaka, Bangladesh
Asif Salekin
Bangladesh University of Engineering
andTechnology
Dhaka, Bangladesh
Raihanul Islam
Bangladesh University of
Engineering andTechnology
Dhaka, Bangladesh
Sazzadur Rahaman
Bangladesh University of
Engineering andTechnology
Dhaka, Bangladesh
Rakibul Hasan
Bangladesh University of
Engineering andTechnology
Dhaka, Bangladesh
Hasan Shahid Ferdous
Bangladesh University of
Engineering andTechnology
Dhaka, Bangladesh
As a part of our Human
Technology Interaction (HTI) research group, we are studying the effect of
multimedia in the learning process of autistic children. After working with the
children of Autism Welfare Foundation (AWF), Bangladesh for the last six
months, we have developed an educational game to teach them the concept of
money and how to make use of it in the shopping mall. A paper on this research
has been accepted in IEEE ISM (MTEL), 2011.
Autism is a life-long
complex developmental brain disorder that prevents people from understanding
what they see, hear, and sense. This developmental disability results in severe
problems with social relationships, communications, and behavior. Now,
understanding the concept of money and knowing its proper use is an important
application of mathematics. The autistic child needs to recognize what notes
and coins are along with their meaning, in order to start learning the use of
money. We have observed that some of them have difficulty to carry out the
calculation with money in the shopping mall due to their learning disability.
Although they are familiar with numbers and are able to perform basic
arithmetic operations with numbers, they are unable to relate the same task
with money.
We felt learning-disability
is one of the main obstacles that always comes in their way to lead a more
convenient life. The term
learning-disability is a classification including several disorders in
which a person has difficulty learning in a typical manner, usually caused by
an unknown factor or factors. The unknown factor is the disorder that affects
the brain's ability to receive and process information. This disorder can make
it problematic for a person to learn as quickly or in the same way as someone
who is not affected by a learning-disability. Children with learning-disability
are as smart as or even smarter than their peers. But they may have difficulty
in reading, writing, reasoning, recalling, and organizing information if they
are left to figure things out by themselves or if taught in conventional ways.
The most strongly
recommended approach for teaching children with autism is to use the visual
aid. Pictographic and written cues can often help them to learn and communicate
according to other empirical studies. We know that digital story-telling is a
narrative approach with personal connection that is displayed in an engaging
multimedia format. It is flexible and creative, individualistic and visually
engaging. Thus digital story-telling fits the characteristic learning styles of
autism spectrum disorder affected children.
We have developed a
personalized game based on digital story-telling concept that helps the
children of age ranging from 9 to 14 years old with autism spectrum to
understand the use of money. It also teaches the autistic children the social
behavior appropriate in the shopping mall. The game is developed on BYOB (Build
Your Own Block, an advanced offshoot of Scratch, developed by MIT). The game
can be run on any Windows platform. Our game is organized in multiple levels.
It enables the child to play the role of a customer. They can play it along
with an instructor if necessary.
The objectives of our
game are as follows:
Our game is very
simple and easy to play. We have tested the autistic children of AWF with our
game and obtained a very positive response from them. In our game, the children
are taught to identify money in the tutorial section. They are shown different
notes from different angles a number of times. This tutorial is played as many
times as possible until they pass the game part of matching the correct notes
as asked. Then they are advanced to the next levels respectively according to
their competence.

Fig. 1: Some screenshot of
the game
We found the
traditional approach of teaching the money concept was not proper for some of
the autistic students who had communication problem. The children with
communication problem reported difficulty to take any instruction. They do not
response to the questions asked to them. Some of them have sensitivity towards
touching certain objects. They simply do not seem to be interested to learn
about money-notes. Autistic children often have trouble with generalization.
This is also true in the concept of money. Most of them cannot understand that
they can buy different types of items using money.
Computer games have
been proved very powerful in this regard. Our game helps the children with
autism to visualize the action to carry out in the shopping mall. The children
with autism need to be kept visually engaged, which is like a challenge. They
need to be amused in order to hold their concentration and thus to improve
their learning skill. We have obtained a very positive response by using
digital story telling technique in their learning process. More educational
games can be built using digital story telling technique to help them overcome
social, educational, verbal and behavioral problem.

Fig. 2: Children in AWF
playing the game.
We are looking forward
to develop more educational games to make learning enjoyable for the beautiful
children with special needs.
We want to
cordially thank Dr. Rownaq Hafiz for allowing us to work with the special
children in the Autism Welfare Foundation. We wholeheartedly thank all the
teachers for being co-operative.
Arshia Zernab Hassan
Bangladesh University of
Engineering and Technology
Dhaka, Bangladesh
Bushra Tasnim Zahed
Bangladesh University of Engineering
and Technology
Dhaka, Bangladesh
Fatema Tuz Zohora
Bangladesh
University of Engineering and Technology
Dhaka,
Bangladesh
Johra Muhammad Moosa
Bangladesh
University of Engineering and Technology
Dhaka,
Bangladesh
Tasmiha Salam
Bangladesh
University of Engineering and Technology
Dhaka,
Bangladesh
Md. Mustafizur Rahman
Bangladesh
University of Engineering and Technology
Dhaka,
Bangladesh
md.mustafizur.rahman@csebuet.org
Hasan Shahid Ferdous
Bangladesh
University of Engineering and Technology
Dhaka,
Bangladesh
Syed Ishtiaque Ahmed
Cornell University, USA
Introduction
Geographic
differences in Brazil lead us not only to landscapes, ethnic dialects, flavors,
different colors, but also to diversity and adversity in education. When we
think of Education and Digital Technologies we must bear in mind the limited
access to it due to the different deficiencies in our country, among them the
technology related.
This research
offers the vision of a graduate student in understanding the use of information
access and sharing and the possibility of authorship. It was meant for the
training of future teachers in the practice of citizenship through the digital
culture, starting from the assumption that when we train young teachers who are
not capable of understanding the responsibilities and skills required for the
inclusion of digital technologies in the narrative curriculum, we will possibly
perpetuate the historical mistake of non literate education involving the media
of our time.
It is done in
order to bring to the classroom different social media and environments such as
Moodle, Twitter and Facebook as technological tools combined with classroom
goals in the construction of the teacher’s and student’s knowledge.
Theoretical Bases
The XXI century
is marked by the social phenomenon of the use of the so-called Information and
Communication Technologies that offer our youth instant access to the world. We
live in the digital culture era. Having a cell phone or being connected to the
Internet, having access to the network content makes us part of the world,
citizens of our era.
However, the
use of these technologies to support education is not fully inserted in our
high education system in Brazil. During the period previous to the research, 76
teachers from the research institute were asked about which online tools they
had already used or still used with his students, and it was found that 95%
used e-mail, 1% e-mail and twitter and 5% e-mail and blog. The use of e-mails
have become commonplace for teachers, but virtual learning environments such as
Moodle had only been used by 3% of the surveyed teachers, but in other
education institutions.
It is
understood that the use of registration and communication interfaces, such as
Moodle, must be something teachers intend to use as an extension of the
classroom by the students as well.
Silva (2005),
Lemos (2002) and Levy (1999) stated that cyber culture means the way of living
and behaving taken in and transmitted in the "historical and daily
experiences marked by computer technologies" (Silva 2005:63). Noting that
communication and information mediation via Internet is something different
from information and communication centralization as we can find in the
so-called traditional media (radio, television, books, magazines printed). In
what is known as cyberspace the logic of emission and reception coexist,
because it assumes hypertext, interactivity, virtuality and others.
In what
concerns education, it is understood that in order to include the student in the
digital culture and make it able to reason in the cyber society the teacher
must prepare him in a prior learning, make him understand that the simple
access to a site won’t change a whole educational system, and because of that
it can’t qualify as an educational innovation.
Most schools
and universities in Brazil are deeply unprepared for this. Confirming Silva
(2005), it is known that those that invest in information technology may be
doing, at most, digital inclusion, but are not in fact educating for inclusion
in the cyber society and therefore are not promoting the possibilities found in
cyberspace.
The
investigated university, located in the Minas Triangle, precisely in Uberaba,
Minas Gerais didn’t have, before October 2010, any digital interface appropriate
for education. As well as it had only one lab with 15 computers with Internet
access.
In this sense,
there was an attempt of developing a project using digital technology for
teachers training. In order to make it work, the action taken was to implement
and deploy the Moodle platform. Then, several workshops were held for the
inclusion of the university’s teachers in the applied use of classroom
teaching, since the university didn’t count on a distance learning program.
An elective
course was created and formatted in order to leverage the use of Moodle’s
interface to the class attendance. Based in Valente (1999), who stated the need
for dynamic communication, privileged by the mediation of the teacher joined by
his student in the realization of what he called
"description-execution-reflection-debugging-description," this work’s
difference is the way the live class is fed by digital media in the making of
digital culture.
Experience
Within a
semester with two two-hour weekly classes, students were taken to the computer
lab, where they could access the Internet, the historical thinking of
technological developments was shown to them and the 22 students were
introduced and logged on Moodle, Twitter and Facebook, then the class was
divided into groups for the use of Googledocs.
Collected data
Out of the 22
students surveyed, 5 had no computer at home, 22 had never used virtual
learning environments for learning communication and sharing of educational
information. Only 3 out of 22 students used Twitter and none of them had ever
used Facebook. None of the 22 students had used Googledocs to share work with
classmates or for group work. None of the 22 students believed in the
possibility of learning by using a virtual environment.
Results
The five
students who had no access to the Internet learned that they can and should use
digital technologies towards learning development in the lab, library or
Internet cafes, the 22 students participated actively in the classroom work and
brought to their own lives the research and reflection shared in the learning
forums created to appease the dialogue about their work. 14 students reported
that in addition to their own learning, they chose to teach colleagues and
family how to use sharing tools such as Googledocs to perform other activities
related to university. 17 students used Facebook and Twitter with their
classmates to exchange information and study, and common leisure activities.
Conclusion
The education
involving the use of technological resources is able to promote learning
actions that are reflective and continued, meaning to young users the
possibility of reflective communication, sharing information and promotion of
information that will generate knowledge.
References
Lévy, P. (1999). Cibercultura.
Rio de Janeiro: Editora 34.
Lemos, A. (org). Cibercidade. As cidades na
cibercultura. Rio de Janeiro: Editora e-papers, 2004.
Silva, M. A Internet na escola e inclusão.
Almeida, M. E. B. de; Moran, J. M. (Orgs.) Integração das
Tecnologias na Educação. Brasília: MEC,
Seed, 2005.
Valente, J. A. O computador na sociedade do conhecimento. Campinas:NIED, 1999.
Nuria Pons Vilardell
Camas
Universidade Federal do Paraná
Brasil
Neli Maria Mengalli
Pontifícia Universidade Católica de
São Paulo
Brasil
Introduction
One
of the most confusing aspects of e-Learning is that many people misinterpret
“e” as electronic. The “e” in e-Learning would be better defined as “Evolving”
or “Everywhere” or “Enhanced” or “Extended” [3]. Today, there is
a need of creating a virtual learning space. The reasons behind virtual
learning space are as follows:
The
pedagogical setup federates learning and “learner-centered” factors as derived
from the American Psychology Association and is based on Merrill’s first five
principles of instruction [4].
The
benefits realized through e-Learning are reduced cost, efficient, globally
consistent, scalable, universal access to expert, flexible. In the next section
we will present how the e-Learning has emerged and evolved in India.
History and Evolution of e-Learning in India
In
Oct 1999 e-Learning word was introduced in the seminar at Los Angeles [13]. In
1990 the learning management system was used for the management of courses
where students and teachers could exchange learning materials, assignments,
communicate and control and also track and trace progress. In 1996 the
e-Learning was adopted by NIIT Netvarsity, India [2]. The constitution of the
National Taskforce on Information Technology and Software Development in May
1998 by the prime minister of India was another milestone in e-Learning
activities [2]. The Indira Gandhi National Open University (IGNOU) , in year
1999, has launched two prestigious programmes with Internet-centric approaches,
that is, the BIT (Bachelor of Information technology) and ADIT (Advanced
Diploma in Information Technology), in collaboration with the Edexcel
Foundation of the United Kingdom. The counseling and learning material was
delivered through internet [2]. The universities like YCMOU, Tamil Virtual
University, Punjab Technical University, Symbiosis International University,
Indian Institute of Technology and Indian Institute of Science has followed
e-Learning initiatives. In year 2003, another initiative, called “National
Programme on Technology Enhanced Learning (NPTEL)” funded by the Ministry of
Human Resource Development, Government of India and executed jointly by all the
seven Indian Institutes of Technology and the Indian Institute of Science [1,
7]. In India, majority of faculty member in various engineering colleges are
young and inexperienced. The focus areas for NPTEL initiative was higher
education, professional education, distance education, continuous and open
learning. Therefore, institutions like IITs, IISc, NITs and other leading
Universities in India have taken the initiative to disseminate education of
high quality through e-Learning [1, 2]. Since 1996 till 2010 there has been
significance development in adoption of e-Leaning initiative in India. However,
year 2011 has opened many doors for e-learning in India. The e-Learning has
extended its vertical for several corporate sections. In May 2011, Educomp announced to
join hands with Great Lakes Institute of Management to provide e-learning
education. In this project, two partners are poised to invest around 15 million
USD in the next five years [5].
The
Indian NGO sector has also begun using e-learning for furthering the cause of
education for less privileged sections of the society. Smile foundation of
Ahmedabad has launched a Twin e-learning Programme (STeP) that is designed
to offer job-oriented skills to youth from urban slums and peripheral rural
areas [6]. In May 2011, IGNOU, India’s largest Open University, has announced the
details of the virtual university for Africa. The Pan-African
E-learning Network will devise a robust e-learning network to alleviate the
needs of African nations [11]. The Department of Information Technology,
Ministry communication sand IT has also announced many e-Learning R & D
initiative during X and XI plan[8,12].
Conclusions
The
article has presented a brief introduction of e-Learning and has explored the
reason for the development of e-Learning in India. The e-learning has lots of
potential in India. The adoption in the early stage has been slow but now
marketing and awareness efforts are going to make it effective
learning. We also felt that countries without university education can
access universities in other countries via the Web, a solution much cheaper
than building university infrastructure. In the recent years, many government
and Non-Government organization has come forward for making success stories in e-Learning.
References
[1] Mishra, S., E-Learning in
India. International Journal on E-Learning, Vol 8(4), 549-560.
October 2009, Chesapeake, VA: AACE.
[2] Sharma, Ramesh C. "E-Learning in
India." Encyclopedia of Distance Learning.IGI Global, 2005. 772-778.,
DOI:10.4018/978-1-59140-555-9.ch111
[3] http://www.managersforum.com/elearning/,
Accessed on October 10, 2011
[4] http://www.webresourcesdepot.com/7-widely-used-and-open-source-e-learning-applications/
, Accessed on October 14, 2011
[5] Educomp, Great Lakes to invest Rs 150 cr
in e-learning, PTI, New Delhi May 06, 2011, 18:54 IST, http://www.business-standard.com/india/news/educomp-great-lakes-to-invest-rs-150-cr-in-e-learning/134294/on,
Accessed on October 29, 2011
[6] STeP, http://smilefoundationindia.org/ViewEvents_Details.asp?Newsid=337,
Accessed on October 29, 2011
[7] NEPTL, http://nptel.iitm.ac.in/,
Accessed on October 29, 2011
[8] MIT, http://www.mit.gov.in/content/e-learning,
Accessed on October 29, 2011
[9] http://www.expresscomputeronline.com/20051114/market03.shtml,
Accessed on October 29, 2011
[10] http://elearning-india.com/,
Accessed on October 29, 2011
[11] IGNOU , http://articles.timesofindia.indiatimes.com/2011-05-6/education/29585464_1_ignou-national-open-university-vocational-education,
Accessed on October 29, 2011
[12] http://www.mit.gov.in/content/e-learning-rd-projects-initiated-during-xth-and-xith-plan-period,
Accessed on October 29, 2011
[13] History of e-Learning, http://www.leerbeleving.nl/wbts/1/history_of_elearning.html,
Accessed on October 29, 2011
Sapna Tyagi
Institute
of Management Studies
Ghaziabad,
UP, INDIA
Preeti Sirohi
Institute
of Management Studies
Ghaziabad,
UP, INDIA
A Q Ansari
Jamia
Millia Islamia, New Delhi
Mohammad Yahiya Khan
King
Saud University
Deanship
of E-Learning & D-Learning
Riyadh,
Saudi Arabia
Mohammad Ayoub Khan
Centre
for Development of Advanced Computing,
NOIDA,
UP, INDIA
Companies are
investing in their people by motivating them to participate in training or
retraining programs, as part of their other core business activities.
Incentives may vary, but most companies are aware that they have to invest in
their human resources to extend or improve their business development cycles
and increase their capacities. However, they are not able to exhibit the
existence of a traceable process for managing their investments for learning.
Furthermore, it is widely accepted[5]
that competition is focused not in the prices or the location of production of
a product or a service but in the intellectual capital that a company possesses
and the means it has organised to deploy it appropriately.
My background is from
the ICT industry: I work for a big ERP vendor in Greece that is operating an
installed base of 50.000 companies – the majority is composed of small or
micro-businesses though a certain amount is medium-sized and rather few are
considered as large enterprises.
One problem that
persists all these years that I am doing research in the area is the following:
although employees are usually open to learn new things and acquire new skills
from their working environment in their organizations, the motivation to learn
normally largely depends on the rewards they expect to receive from their
improved skills.
Talking about rewards
comes to my mind one of the most unexpected things I learned all these years in
business: you either pay your people half
much of what they are worth or twice much from what they deserve. Virtual
worlds may constitute the next big thing in the area of learning technologies,
but it is important to see why we need to spend money on research in this
direction.
Today these rewards
are qualitatively assessed, based on human resource management principles, and
not necessarily reflected in the balance sheets (value) of the organizations.
But if the outcome of such learning processes could be more accurately
quantified, and this quantification could result in direct increased benefits
for the employee (salary or otherwise), then the employee would be more
motivated to learn and be more proactive towards the acquisition of new skills
that would ensure value to the company and his or her stay at the competitive
edge – should I also add a minimization of the risk of getting dumped when cost
cuts need to take place. No need to say that if such an approach is adopted,
employee benefits would be based on more structured, quantified and reliable
indicators.
A lot can be said
about human nature and how it bears upon the success of initiatives to promote
and support learning by individuals. A philosopher might emphasize
self-interest and the individualistic nature of human beings. An economist
would focus on utility and the need to compete for resources. A sociologist
might look at the desire for status or the need to compete for a mate. Whatever
way you look at it, the bottom line remains the same: people will learn when
they want to, and only with reasonable anticipation of some sort of personal
gain. In all other cases the entire initiative is destined to fail. So, what is
it that makes people apt in learning when they set themselves an autonomous
learning goal, usually related to personal areas of interest such as cooking,
advanced sexual technique, gardening or whatever else? And why do they exhibit
suboptimal learning behavior when the learning context is provided by someone
else, by government, school, or the employer for example?
Let’s look, for a
moment, to the other side: what is it about companies that make them worth many
times the value of their recorded assets? What is the nature of additional value
that is
Stock analysts state
that a very significant factor for achieving high value is the quality of investment of companies in their people, accompanied
with the necessary corporate organizational and business process infrastructure
to exploit their people as a whole[6].
The quality of the
people of a company is thus an “intangible asset”. Intangible assets do not
have a direct market value (this is why they are called “intangibles”), but
they certainly affect the overall value of the company. The better “quality”
the employees of a company have, the larger the value of the company becomes.
But what affects the
“quality” of the employees? It should come as no surprise that the “knowledge”
of these employees, as this is embedded and utilized within the business
processes of their companies, is a representative indicator of such quality.
And of course learning increases this knowledge.
Within a company (like
in all human settings), learning happens all the time. By definition, all
business processes increase the knowledge of the people who are involved in
them (at least, involvement increases “ex
Individual workers are aware that the value
they carry for their company is not fixed but continuously under negotiation.
Therefore, in order to remain attractive they have to invest in themselves and
increase their learning and knowledge capital, so that they are able to keep on
selling their services to their employer or seek for a new one that can better
reward them for their value.
If I were to choose
the most appropriate statement to close this short note I would rather prefer
to say that spendings in the area of learning is a one way for companies –
therefore it needs to be done the right way which is to look at them as long
term investments and not as ephemeral waste of scarce resources and money.
Adamantios Koumpis
ALTEC
S.A, Greece
The concept of
Semantic Educational Recommender Systems (SERS) has been developed in the PhD
dissertation entitled “Contributions to the Design, Implementation and
Evaluation of Adaptive Learning Management Systems based on standards, which
integrate Instructional Design with User Modelling based on Machine Learning”
(Santos, 2010).
The main research goal
behind is to support adaptive navigation tasks in current learning management
systems (LMS) through an educational-oriented recommender system, and it is
motivated by the success that recommender systems have in other domains where
there is also the need to guide users in environments with information overload
and inexperience in the alternatives to choose. The main advantage of this work
with respect to the current state of the art lies on providing an alternative
to deal with the recommendation needs in formal e-learning scenarios and
identifying meaningful and useful educational oriented recommendations which
can offer a personalised and inclusive support to learners in their individual
and changing needs while they are interacting with a course delivered via an
LMS.
SERS are characterised
by guiding learners -based on some educational criteria- in their interactions
with the LMS through personalised and inclusive recommendations that are
semantically characterised. The recommendations to be delivered to each learner
in her current context are obtained due to the information interchange among
the different components involved in the process of generating and delivering
recommendations, such as the user modelling component, the LMS tracker or the
device model. SERS depend on the following elements: i) a recommendations model
to semantically characterise the recommendations, ii) an open standard-based
service oriented architecture to guide the integration of the SERS with
existing LMS in an interoperable way by making use of standards and
specifications to describe the information exchange, and iii) a graphical user
interface integrated into the LMS presentation layer to show the
recommendations delivered to the learners in a usable and accessible way.
In order to design
recommendations for SERS, the TORMES methodology (which stands for ‘Tutor
Oriented Recommendations Modelling for Educational Systems’) has been proposed.
This methodology iteratively applies user centred design methods following the
standard ISO 9241-210 to involve the educator in the elicitation of
recommendations that consider educational issues to cover the appropriate
instruccional design. Educators’ involvement is desired as it can facilitate
the understanding of the recommendations needs in current formal e-learning
scenarios and the characterisation of the recommendations. In this way,
educational oriented recommendations that include semantic-based descriptions
can be obtained. Data mining analysis can be further applied to enrich the
design of the recommendations produced by the educators with the user centred
design process. In particular, the detailed descriptions of the recommendations
done by the educators can be used as input data for the mining process in order
to i) identify troublesome or promising situations, ii) tune the design of the
recommendations proposed by educators and iii) adjust the recommendations
design after the course experience.
To evaluate the
recommender system and the recommendations designed for it, four dimensions
have been proposed: i) integration of the SERS into the LMS; ii) impact of the
recommendations on the users (both learners and educators); iii) value of
recommender systems’ quality properties such as utility, serendipity, coverage,
etc.; and iv) impact of the recommendations delivery on learners’ interactions.
Two prototypes of SERS
have been integrated into two LMS (i.e, dotLRN and Willow) to show the
flexibility of the TORMES methodology when it comes to eliciting
recommendations in scenarios with different approaches and requirements. As a
result, over 30 recommendations have been produced in the context of a course
on how to use the dotLRN platform to support lifelong learning in an accessible
way that go further than simply recommending learning objects. Moreover, a
large scale experience was carried out with 377 learners in Willow where
recommendations were designed to offer a full e-learning course through an LMS
initially designed for blended learning. Participants benefited from the
additional support provided by the recommendations, since an improvement was
perceived on several types of indicators (i.e., engagement, learning
efficiency, learning effectiveness and knowledge acquisition). The impact on
the user experience was analysed in terms of the consistency usability
principle, showing that the recommendations kept the high perception of the
participants regarding Willow’s usability and satisfaction.
The proposed approach
relies on the availability of the third generation of LMS that are based on a
service oriented approach and on the development of specifications and
standards that describe the LMS services.
Reference
Santos, O.C. (2010) Contributions
to the Design, Implementation and Evaluation of Adaptive Learning Management
Systems based on standards, which integrate Instructional Design with User
Modelling based on Machine Learning. Doctoral Thesis. UNED. Madrid. ISBN
978-84-693-9145-7.
Olga C. Santos
aDeNu
Research Group
Artificial
Intelligence Department
Computer
Science School
UNED
(Spanish National University for Distance Education)
[1] OpenSimulator platform: http://opensimulator.org/wiki/Main_Page, Freeswitch voice server: http://www.freeswitch.org/, Hippo (or
other SL-compatible) browser. http://mjm-labs.com/viewer/
[5] See for instance Value-based competition,
K. Ellis, in American Salesman, October 2004 as well as the
Special issue of the Journal of Intellectual Capital, 8 (4), 2007 on Strategic
Enterprise Valuation and especially the following two pa
[6] The Private Sector in
Development: Entrepreneurship, Regulation, and Competitive Disciplines, Michael
U. Klein and Bita Hadjimichael, World Bank Publication, 2003.