Cognitive Aspects of Geovisualisation: A Case Study of Active and Passive Exploration in a Virtual Environment

Author(s):  
Asli Yilmaz ◽  
Serkan Kemec ◽  
H. SebnemDuzgun ◽  
Murat P. Cakir
Keyword(s):  
2021 ◽  
Vol 11 (9) ◽  
pp. 537
Author(s):  
Laura Plummer ◽  
Lesley Smith ◽  
Elizabeth Cornforth ◽  
Shweta Gore

In March 2020, most physical therapy schools across the globe transitioned to online learning in response to the COVID-19 pandemic. This change posed unique challenges not only because it required adapting to new technology in a short period but, more importantly, it involved developing ways to teach hands-on psychomotor and clinical skills virtually while maintaining the quality of instruction. In response to the rapid transition, the physical therapy program at MGH Institute of Health Professions (IHP)designed and implemented a novel and effective coaching model to address the challenges. The model was developed based on experiential learning theory, constructivism, a coaching framework, and andragogical principles of feedback and reflection. Not only did the model meet its objectives of effectively teaching basic psychomotor skills in the virtual environment, but it may also have andragogical benefits that can be applied to traditional face-to-face methods. This case study describes the theoretical underpinning of the model, its development and implementation, the perceived effectiveness for learning psychomotor skills in a virtual environment, and the potential for broader relevance to future models of physical therapy education.


2013 ◽  
Vol 61 (4) ◽  
pp. 390-397 ◽  
Author(s):  
Emanuele Ruffaldi ◽  
Alessandro Filippeschi

2015 ◽  
Vol 77 (27) ◽  
Author(s):  
Shahrol Mohamaddan ◽  
Syed Tarmizi Syed Shazali ◽  
Ana Sakura Zainal Abidin ◽  
Keith Case

Human movement in crowd can be considered as complex and unpredictable. In this research, image analysis, video observation and conceptual behaviour was developed as a method to understand the human movement in crowd. Based on the method, human movement was represented or converted into the virtual environment using gaming software called DarkBASIC Professional (DBPro). The developed program using DBPro was applied as a tool to simulate and predict human movement in different building layout. Two subjects (adult and older people) were selected as the virtual entities. Human movement at the bottleneck and non-bottleneck layout was presented in this paper as example of case study. 


2019 ◽  
Vol 12 (2) ◽  
pp. 135-151
Author(s):  
Fernanda Franco Tiraboschi

RESUMO: Este trabalho tem como objetivo investigar as experiências de alunos de pós-graduação (professores em formação continuada) com atividades desenvolvidas por meio da ferramenta WebQuest, no intuito de observar indícios de autonomia por parte dos aprendizes pós-graduandos. Este estudo busca, também, observar as eventuais mudanças nas percepções dos alunos quanto ao seu papel de professor de línguas. O enfoque teórico que norteia esta pesquisa abarca as noções do construto autonomia, tanto na perspectiva do aprendiz quanto do professor (BENSON, 1997; 2008; DICKINSON, 1994; MOURA FILHO, 2009; PAIVA, 2005), bem como da WebQuest enquanto um recurso eficiente na aprendizagem (CHRISTIE, 2007; DIAS, 2010; MARCH, 2004). Esta investigação se configura como um estudo de caso. Para a geração dos dados, são utilizadas as respostas de nove participantes a questionários elaborados em um ambiente virtual criado no WIGGIO, bem como a observação da realização das atividades. Os resultados mostram que as atividades propostas por meio da ferramenta WebQuest favorecem a autonomia dos aprendizes pós-graduandos no que tange à construção de conhecimento e, por conseguinte, a mudança significativa de posturas em relação à aprendizagem. PALAVRAS-CHAVE: aprendizagem autônoma; WebQuest; ensino e aprendizagem de línguas.   ABSTRACT: This paper aims at investigating experiences from students (postgraduate teaching apprentices) with activities developed through the WebQuest tool in order to observe traces of autonomy by the postgraduate students. This research also sought to scrutinize possible changes in students' perceptions regarding their role as a language teacher. The theoretical approach that guided this investigation encompassed the notions of autonomy, both from the learner’s and the teacher´s perspectives (BENSON, 1997; 2008; DICKINSON, 1994; MOURA FILHO, 2009; PAIVA, 2005), as well as the use of WebQuest as an efficient tool for learning (CHRISTIE, 2007; DIAS, 2010; MARCH, 2004). In this case study, data were generated by the observation of the activities' accomplishment and the responses of nine of the participants to a questionnaire designed in the virtual environment. The results showed that the activities proposed through the WebQuest tool provided the postgraduate students with autonomy in the knowledge construction and, therefore, it was possible to notice significant changes in their attitudes in relation to learning. KEYWORDS: autonomous learning; WebQuest; English teaching and learning.


ICCREM 2019 ◽  
2019 ◽  
Author(s):  
Sanaz Saeidi ◽  
Yimin Zhu ◽  
Masoud Zadghorban Lifkooee ◽  
Maryam Mollazadeh ◽  
Xin Li

Author(s):  
Jiuguang Feng ◽  
Liyan Song

Various advantages of Multi User Virtual Environment (MUVE) have been identified in literature. However, MUVEs have not been widely adopted in educational settings due to technical and pedagogical challenges. This chapter discusses a qualitative case study that examines how Second Life, as a MUVE, was diffused on a university campus. Both instructors and students’ perspectives were examined using interviews, observations, and survey data collection methods. The theory of diffusion of innovation was used as a theoretical framework in both the design of the study and the analysis of the data. The findings from the study indicate that although the future application of MUVE can be promising, various challenges exist for instructors to adopt Second Life in their instruction.


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