ieee

Learning Technology

 

publication of

 

IEEE Computer Society

 

Technical Committee on Learning Technology (TCLT)

 

Volume 10 Issue 1

ISSN 1438-0625

January 2008

 

 

From the editor…... 2

Managing 3D Virtual Classrooms. 3

Non-verbal conversational interfaces and feedback. 6

GYM2LEARN – A Web Annotation System for Text Comprehension. 11

Designing online courses in the light of learning styles. 14

Using Adobe Acrobat Connect to promote online community. 19

Creating learning paths in Blackboard Leaning System.. 22

 


From the editor…

 

 

 

Welcome to the January 2008 issue of Learning Technology.

 

This newsletter focuses on bringing emerging technologies in education to the readers. New developments and practices with learning technologies are the core of this newsletter. This issue covers enhancements on existing course management systems to 3D virtual classrooms.

 

Antunes  et. al. describes a way of monitoring the students’ within a virtual classroom. They discuss a pilot study conduct to identify the key points in tracking students’ activities on formal learning sessions within a virtual classroom. Railean describes issues relating to design problems on non verbal interfaces and the role of feedback. Chiazzese et. al. describes a tool named GYM2LEARN which enables students to annotate web pages. This tool can be used with web based learning tools so that the students can takes notes while learning through the web.

 

Franco looks at how online courses can be designed taking into account the different learning styles of the students. Schroeder and Tutty looks at the use of Adobe Acrobat Connect tool to promote online community and limit isolation. Veglis describes the new enhanced features in Blackboard Learning System and how they are implemented within the institution.



This newsletter focuses publishing new and emerging technologies in education focussing on advanced learning technologies and its usage in different contexts. Please feel free to bring forward your ideas and views.

 

Besides, if you are involved in research and/or implementation of any aspect of advanced learning technologies, I invite you to contribute your own work in progress, project reports, case studies, and events announcements in this newsletter. For more details, please refer author guidelines at http://lttf.ieee.org/learn_tech/authors.html.

 

 

 

 

 

Ali Fawaz Shareef, PhD

Director General

Centre for Open Learning

Maldives

a.f.shareef@ieee.org

 


Managing 3D Virtual Classrooms

 

 

 

Introduction

 

Although online distance learning is not a novel subject, recent emerging technologies expanded the notion of what a remote virtual learning environment could mean. One such technology is 3D virtual worlds.

 

3D virtual worlds can be described as online, persistent, avatar-based, virtual social spaces that provide users a sense of immersion and allow the interaction with other users and the environment. These worlds combine the sense of “being there”, also found in Virtual Reality (VR) systems. However, VR systems lack the ability to incorporate several students simultaneously in a learning situation; they also don't provide students with the communication and user interaction capabilities available on social environments to foster the development of collaborative tasks. This ability and capabilities are found in 3D virtual worlds. Some, e.g. Active Worlds[1] and Second Life®[2], also allow the users to create world content, and furthermore provide the tools to develop novel in-world objects and a programming API to render possible the development of behaviour-rich content, tailored to instructional needs. For instance, Dickey [1] presents two case studies where Active Worlds was used to support synchronous and asynchronous online learning as well as provide a friendly virtual campus.

 

Moreover, institutions may take advantage of these new affordances to provide virtual classrooms that support integrated synchronous and asynchronous interaction far beyond that which is traditionally found in asynchronous Course Management Systems (CMS) and bandwidth-consuming videoconference tools. Since content can be created and scripted by the users themselves (and not only by specialized content developers), virtual worlds can be used to implement diverse laboratory classes. In particular, it can be used in a similar way to traditional face-to-face computer science programming labs where students’ have to accomplish a programming assignment.

 

One issue that arises is: how can one monitor students inside these virtual classrooms, in order to better understand their difficulties and plan (and provide) adequate measures? Several examples, e.g. CourseVis [3] or Moodog [4], can be found, mostly concerning asynchronous learning supported by CMS. These systems rely on data collected by CMS to provide instructors with some insights on the students of the course. On the other hand, Chen [2] presented a system based on synchronous videoconferencing communication that is able to provide classroom activity indicators (speaking, making gestures, or moving in their seats) based on each student’s corporal behaviour.

 

Though it is valuable information to know how present systems allow course management and distant student tracking, more research is required since virtual worlds’ learning affordances do not directly map onto traditional teaching practices.

 

In order to better understand how learning activities are performed inside virtual worlds and how can be managed a pilot study was conducted.

 

 

Pilot study

 

During the fall semester of 2006, a pilot study was conducted to identify key points about tracking students’ activities on synchronous formal learning sessions inside the virtual world of Second Life. Ten first- and second-year computer science students of the University of Trás-os-Montes e Alto Douro (Portugal) participated in this study along with two teachers.

 

At the beginning of the semester, students were given one programming assignment that should be completed by the end of the semester. Attendance was required once a week for two-hour synchronous sessions during which teachers would provide lecture material and students could state their doubts, in order to overcome their difficulties and misunderstandings. Figure 1 shows one such session. Students could develop their assignments both during these sessions and beyond them.

 

 

 

19_11_2007_3

 

Figure 1 – Example of a synchronous session.

 

Students were asked to develop and script objects in order to accomplish a desired behaviour. (The image was edited to preserve students’ anonymity.)

 

Among others finding, this study showed us Second Life lacks the capabilities to proper manage instructional related information (e.g. assignments, submissions, attendance).

 

We are currently developing an ongoing project in order to support the management of student assignments inside virtual worlds that is able to track, store and reproduce in-world students’ actions. An existing project, Sloodle [5], aims to give Moodle CMS a 3D representation inside Second Life. Instead of recreating the same existing features of a CMS inside a virtual world, we are extending CMS functionality to support the management of synchronous activities inside virtual worlds and track students’ in-world actions so instructors can have a detailed view of each student’ path.

 

 

 

References

 

[1] Dickey, M. (2005). Three-dimensional virtual worlds and distance learning: two case studies of active worlds as a medium for distance education. British Journal of Educational Technology. 36 (3). 439-461.

 

[2] Chen, M. (2003), “Visualizing the pulse of a classroom”, Proc. 11th ACM International Conference on Multimedia, Berkeley, CA, USA, 555-561

 

[3] Mazza, R., and Dimitrova, V. (2003). “CourseVis: Externalising Student Information to Facilitate Instructors in Distance Learning”. In: U.Hoppe, F. Verdejo, J,. Kay (eds.) Proc. of the International conference in Artificial Intelligence in Education. Sydney July 20-24. (AIED 2003). IOS press. pp. 279-286. ISBN 0922-6389.

 

[4] Zhang, H., Almeroth, K., Knight, A., Bulger, M., and R. Mayer (2007). "Moodog: Tracking Students' Online Learning Activities", World Conference on Educational Multimedia, Hypermedia & Telecommunications (ED