Assessment of Three-Dimensional Engagement Levels in a Global Peer Learning Environment

2021 ◽  
Author(s):  
Chu-Yi Wang ◽  
Mary Bessell ◽  
Stephen Lu
Author(s):  
Chu-Yi Wang ◽  
Mary Bessell ◽  
Stephen Lu

Abstract The global learning classroom is an emerging educational trend. The iPodia alliance promotes its peer-learning pedagogy by offering engineering classes with universities around the world. Students’ engagement as one of the important metrics to assess the effectiveness of education design methodology has been under considerable interest for several years. Tri-engagement, comprised of behavioral, cognitive, and emotional engagement provides a comprehensive assessment of learning success. This paper illustrates how a tri-engagement assessment was implemented in a global learning environment and examines the effectiveness of the peer-learning pedagogy in such highly diverse environment. This paper proposes a quantitative method using a modified Likert scale to assess students’ tri-engagement levels comprised of student and teaching assistant surveys, video observations, and analysis of facial emotion recognition, through preparation, data collection, and analysis stages. Comparisons of tri-engagements between the instructor-student activities and the peer-peer discussions, different continent regions, and on-site/remote learning are offered. Results show that the overall iPodia peer-learning activities experienced all positive tri-engagement levels and were not significantly affected by the region diversity (< 6% difference) or the remote learning (< 3% difference) of the iPodia learning classroom. That preliminarily proved that the iPodia peer-learning pedagogy maintains positive tri-engagements in a global engineering class. Additional findings were that the self-raters and observers experienced students’ cognitive engagement differently, and cultural difference would mainly affect students’ behavioral engagement, but unfamiliarity of the content may increase their emotional engagement.


Author(s):  
Aysar Ghassan ◽  
Erik Bohemia

In ‘tutor-led’ design education, lecturers reside at the centre of teaching & learning activi­ties. We argue that tutor-led design education does not prepare graduates sufficiently for working in highly complex professional capacities. We outline an alternative learning envi­­ron­ment named the Global Studio in which lecturers are more ‘distant’ in pedagogical activities. This ‘distance’ opens up learning spaces which expose students to complex project situations in preparation for professional working life. Global Studio projects are ‘student-led’ and contain explicit opportunities for peer tutoring to ensue. Feedback indicates that learners benefitted from engaging in peer tutoring. However, many students struggled with making important decisions when operating outside of the tutor-led learning environment. To maximise their benefit, we argue that student-led projects featuring peer-tutoring should be scaffolded throughout design programmes to provide students with a sufficient level of expo­sure to this mode of learning. Image by artist Malcom Jones. http://www.malcomjones.com/index.htm


Author(s):  
Adriana D’Alba ◽  
Greg Jones

This chapter presents the results of a study conducted in Mexico in 2011 with a group of undergraduate students. It examines the effectiveness of an online three-dimensional learning environment and its effects in visitors’ discourse, attitudes, preferences, and knowledge acquisition during and after a real museum visit. Primary results show that: a) participants who used the virtual museum previous to the museum visit showed an increase in discourse, enjoyment, and knowledge about the exhibition, and b) using a three dimensional previsualization can enhance and influence the learning experience in educational settings in a positive way.


BMC Nursing ◽  
2019 ◽  
Vol 18 (1) ◽  
Author(s):  
Mirjam Ekstedt ◽  
Marléne Lindblad ◽  
Anna Löfmark

Abstract Background Knowledge concerning nursing students’ experiences of the clinical learning environment and how supervision is carried out is largely lacking. This study compares nursing students’ perceptions of the clinical learning environment and supervision in two different supervision models: peer learning in student-dedicated units, with students working together in pairs and supervised by a “preceptor of the day” (model A), and traditional supervision, in which each student is assigned to a personal preceptor (model B). Methods The study was performed within the nursing programme at a university college in Sweden during students’ clinical placements (semesters 3 and 4) in medical and surgical departments at three different hospitals. Data was collected using the Clinical Learning Environment, Supervision and Nurse Teacher evaluation scale, CLES+T, an instrument tested for reliability and validity, and a second instrument developed for this study to obtain deeper information regarding how students experienced the organisation and content of the supervision. Independent t-tests were used for continuous variables, Mann-Whitney U-tests for ordinal variables, and the chi-square or Fischer’s exact tests for categorical variables. Results Overall, the students had positive experiences of the clinical learning environment and supervision in both supervision models. Students supervised in model A had more positive experiences of the cooperation and relationship between student, preceptor, and nurse teacher, and more often than students in model B felt that the ward had an explicit model for supervising students. Students in model A were more positive to having more than one preceptor and felt that this contributed to the assessment of their learning outcomes. Conclusions A good learning environment for students in clinical placements is dependent on an explicit structure for receiving students, a pedagogical atmosphere where staff take an interest in supervision of students and are easy to approach, and engagement among and collaboration between preceptors and nurse teachers. This study also indicates that supervision based on peer learning in student-dedicated rooms with many preceptors can be more satisfying for students than a model where each student is assigned to a single preceptor.


10.28945/4660 ◽  
2020 ◽  
Vol 19 ◽  
pp. 855-889
Author(s):  
Reza Ghanbarzadeh ◽  
Amir Hossein Ghapanchi

Aim/Purpose: The purpose of this study was to examine the impact of five factors on the user acceptance of Three-Dimensional Virtual Worlds (3DVWs) in higher education. Another objective of the study was to investigate the effects of the application of 3DVWs on five variables relevant to positive outcomes for higher education students. Background: Three-Dimensional Virtual Worlds (3DVW) are of considerable importance and potential for the creation of the next generation of teaching and learning environments. There has been a remarkable interest in the educational communities in applying virtual environments for teaching and learning, and this technology has been largely adopted to favour educational settings. With the increasing development of 3DVW technologies in the education sector, two uncertainties have emerged with respect to higher education that significantly influence the applicability of the technology in the field: user acceptance of the technology and educational benefits of the technology for both individuals and institutions. Thus, this study examined the relationship between various factors and the user acceptance of 3DVWs in higher education as well as the relationship between the application of 3DVWs in higher education and positive educational outcomes. Methodology: By conducting a quantitative study, an extensive research model was developed by which 21 hypotheses were examined to assess the relationships between 12 variables. In order to evaluate the hypotheses, an online survey with 32 questions was developed and distributed among the participants. The questionnaire was developed to analyse the relationship between independent and dependent constructs of the research model. By applying a purposive convenience sampling technique, 135 undergraduate students, who were enrolled in a first-year elective course, participated in the survey. The PLS-SEM method was used to analyse the relationships between variables based on the hypothesised hypotheses. Second Life was used as the primary 3DVW environment for the research experiment in this study. Contribution: This study is among the first to conduct a quantitative method by developing an extensive research model to examine both antecedents and consequences of the application of 3DVWs in higher education. The research model exam-ined several self-developed variables relevant to the antecedents and conse-quences of user acceptance of 3DVWs those had not been defined or exam-ined previously in this field. The study takes 3DVW engagement into account, which is a variable associated with not only use, but also with continuous use of the technology, and deeper involvement with the technology. This study contributes to the research and practitioner body of knowledge by introduc-ing various factors significant in preparing a distance learning environment and activities that can be adapted in higher education. Findings: The findings suggest the effectiveness of ease of use, usefulness, enjoyment, and visual attractiveness of a 3DVW-based learning environment on user acceptance of the technology. Findings also suggest that application of 3DVWs has a significant impact on student satisfaction, learning outcome, retention, course engagement, and students’ graduate outcome. The study confirms that computer self-efficacy of higher education students does not have a positive impact on the acceptance of 3DVWs. Recommendations for Practitioners: Curriculum designers and developers should consider designing easy-to-use and user-friendly virtual learning environments and should make aesthetic design decisions to create appealing learning environments to attract students’ attention. A 3DVW-based learning environment needs to be realistic to make students experience a sense of presence within the environment. Increased enjoyment, pleasure, and playfulness of the virtual learning environment contribute to a higher level of adoption of 3DVWs among students. For the higher education institutions, the costs of developing and maintaining a virtual learning environment and implementing a teaching and learning programme are very low in comparison with a traditional face-to-face education system. This technology provides great capabilities for collaboration, teamwork, and networking on a worldwide scale. Recommendation for Researchers: Further studies are required to investigate from different perspectives the various factors impacting on user acceptance and/or positive outcomes of user acceptance of the technology. Using the technology for different courses, implementing different teaching and learning methods, and developing creative activities in the virtual environment might contribute to new findings in the field. This study could be extended by applying the technology in educational settings other than higher education, such as K–12. New studies could also explore other aspects of 3DVWs which were not part of the case study, such as the implementation of the technology on virtual reality, augmented reality, and smartphones. Impact on Society: The study would be beneficial for higher education institutions worldwide to regulate the key factors that affect students’ entrancement of 3DVWs as well as the positive outcomes of user acceptance of this cutting-edge technology for students. Future Research: This study could be a starting point for future research focusing on various aspects of the application of 3DVW technology in education. Future studies could identify and investigate other variables that are associated with user acceptance of 3DVW in education as well as the positive outcomes of the application of the technology in this field. The four new variables presented in this study can also be examined in different contexts and/or with the application of various technologies. There have been some inconsistencies between the findings of the current study and some of the previous studies in the field. Future studies can investigate inconsistent relationships much more meticulously in a similar context. Future studies could also explore other aspects of 3DVWs which were not part of the case study.


Author(s):  
Zahed Siddique ◽  
Gül E. Okudan Kremer ◽  
Firas Akasheh

In this paper we present a technology assisted flat learning environment, Teaching to Learn (TeatoL), that capitalizes on the research findings on linkages between higher-order thinking and peer-learning. Within TeatoL students are introduced to a “flatter” instructional environment; all participants have dual roles as students and instructors who are embedded in a collaborative environment where all learn collectively from each other’s experiences, even the instructor. The main objective of this paper is to understand flat learning environment as a social network. The focus is on peer learning mode, where students are instructors to share their experience and then learn from fellow student instructors. In this paper, we present our initial analysis of a flat learning environment, implemented at the University of Oklahoma, as a network. The participants in the learning environment were given an open design problem related to sheet metal forming. We close the paper with observations from our initial implementations on peer-learning as a network.


Author(s):  
Mohd Fairuz Shiratuddin ◽  
Alen Hajnal

Constructivist learning emphasizes students’ involvement in the learning process, how they become self-directed learners and actively engaged in the learning environment. This chapter describes Collaborative Virtual Environment (CVE) and its relevance to collaborative learning and constructivism. The authors developed the Collaborative World Design Tool (CWDT) software to evaluate the benefits of CVE for architectural design students. The CWDT was developed based on the Torque 3D Game Engine, thus the appearance and functionalities of the CWDT within the CVE are similar to computer game playing environment. In the experiment, subjects designed within the CVE, were either experts or novices, worked either individually or in pairs, and constructed a virtual building in a three-dimensional outdoor environment. Results show that working collaboratively within a CVE has great potential to increase performance where teamwork is faster than individual work, and overall provide a constructive learning environment.


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