scholarly journals Augmenting and Assisting Model Elicitation Tasks with 3D Virtual World Context Metadata

Author(s):  
Ross Brown ◽  
Stefanie Rinderle-Ma ◽  
Simone Kriglstein ◽  
Sonja Kabicher-Fuchs
2015 ◽  
Vol 65 ◽  
pp. 259-268
Author(s):  
Maria Aristeidou ◽  
Natalia Spyropoulou

Author(s):  
Ya-Chun Shih ◽  
Molly Leonard

The optimal approach to learning a target culture is to experience it in its real-life context through interaction. The new 3D virtual world platform under consideration, Blue Mars Lite, enables users to be immersed in existing Google Maps Street View panorama, globally. Google Maps with Street View contains a massive collection of 360-degree street-level images of the most popular places worldwide. The authors explore the possibility of integrating these global panoramas, in which multiple users can explore, discuss, and role-play, into the classroom. The goal of this chapter is to shed new light on merging Google Street View with the 3D virtual world for cultural learning purposes. This approach shows itself to be a promising teaching method that can help EFL learners to develop positive attitudes toward the target culture and cultural learning in this new cultural setting.


Author(s):  
Yungang Wei ◽  
Xiaoye Tan ◽  
Xiaoran Qin ◽  
Xiaohang Yu ◽  
Bo Sun ◽  
...  

The use of 3D virtual technology in cultural transmission has been more and more innovative and popular in the recent years. Meanwhile, with the high interactivity, experience of virtual technology deeply rooted in the people's hearts, the use of 3D virtual world in cultural transmission shows an evident advantage. Through scene construction and intelligent interaction in a 3D virtual world environment, we developed the project “Confucius' Journey”. And considering the problems in such applications, such as the lack of interaction and reduced effectiveness in representing the application purpose, we explored interactive objects and virtual human technology. In addition, we can verify the advantage of using the 3D platform via the experimental results.


Author(s):  
Brian G. Burton ◽  
Barbara Martin

Examined in this 3D Virtual World case study was undergraduate student engagement on a learning task and student creation of knowledge. After creating a 3D didactic constructivist virtual world, student conversations were recorded for analysis using Hara, Bonk, and Angeli's (2000) engagement framework and Nonaka and Takeuchi's (1995) knowledge creation theory. The five forms of student engagement augmented the learning process and a complete knowledge spiral was documented, emphasizing the use of the four modes of knowledge conversion. Though limited in time and scope, results further suggest that a highly engaged community of learners was created.


Author(s):  
Sean D. Williams ◽  
Deborah M. Switzer

This chapter introduces an assessment rubric for virtual world learning environments (VWLEs) built from proven principles of user experience design, instructional design, interface design, learning theory, technical communication, instructional systems design (ISD), and VIE motivation theory. Titled the “CIMPLe System,” this rubric captures the ways that context, interactivity, motivation, presence, and cognitive load weave together to form a successful VWLE. The CIMPLe System offers an advance in how educators can assess the quality and predict the success of the VWLEs that they build. The holistic approach achieved in the CIMPLe System arises from the multidisciplinary approach represented in the tool. As designers consider what to build into the environment, they can refer to the CIMPLe System as a checklist to ensure that the environment meets the needs that the cross-disciplinary theory suggests are necessary.


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