scholarly journals An examination of 3D virtual worlds, design issues, and motivational theory

2015 ◽  
Vol 5 (3) ◽  
pp. 257-272 ◽  
Author(s):  
İlknur Reisoğlu ◽  
Rabia Yılmaz ◽  
Murat Çoban ◽  
Fatma Burcu Topu ◽  
Türkan Karakuş ◽  
...  

The purpose of this study is to assess the motivational qualities of specific design elements in a three-dimensional (3D) virtual winter sports learning environment comprised of an Information House, Practice Area, and Exercise Area by considering two motivational models. The study employed causal comparative research methods. Participants included 150 fifth, sixth, and seventh grade middle school students. A motivation survey developed by the researchers served as the data collection tool; data were analyzed with descriptive and predictive methods. Data analysis revealed that the animations in the Practice Area of the 3D virtual environment drew the most attention when compared to the other design elements. Elements in the Exercise Area encouraged students to conduct more research, and elements in the Information House were efficient at increasing students' satisfaction. In addition, design elements such as animations, images, display boards, and videos helped students to learn individually and provided opportunities to practice within a 3D virtual environment.

2020 ◽  
Vol 17 (2) ◽  
pp. 485-512
Author(s):  
Sevda Ceylan Dadakoğlu ◽  
Şeniz Aksoy

Depending on the rapid development of technology, many environments, tools and methods are being developed in the field of education and training. These innovations include education in virtual worlds and three-dimensional education technologies that we have encountered frequently in recent years. With the improvement of three-dimensional education technologies, it is known that learning is used in "3D virtual worlds". Accordingly, it is mentioned that virtual environments are used in all levels of education, learning and teaching process.In this study, the virtual world of Second Life, which is a three-dimensional online life simulation and can be defined as an alternative teaching environment, was examined. The aim of this article; Introducing Second Life, a virtual environment that can be used in art and design education, to provide a theoretical perspective, to contribute to researchers and teachers who want to use 3D virtual worlds for educational purposes and to create a theoretical basis for the researches in this environment.Therefore, first of all, 3D virtual worlds are examined from a general perspective. Then, the Second Life application from 3D virtual environments was examined in detail and its general characteristics were defined.In addition, the use of Second Life in education, construction and content creation within the application, art and design making and art education were discussed. For this reason, examples of the artists using the Second Life application were given and some of the educational practices related to how Second Life was used in art and design education were included. In the conclusion part, with the development of technology and the use of virtual worlds in education, the gains that can be achieved in art classes were also included. In this context, the importance of the use of technology, various computer applications (VR, augmented reality applications, etc.) and 3D virtual worlds was mentioned in terms of today's art education gains. It was also stated that the ways of incorporating technology into art education should be questioned. ​Extended English summary is in the end of Full Text PDF (TURKISH) file.   Özet Teknolojinin hızla ilerlemesine bağlı olarak eğitim ve öğretim alanında birçok ortam, araç ve yöntem geliştirilmektedir. Bu yeniliklerin içerisinde son yıllarda sıkça karşılaştığımız sanal dünyalarda eğitim ve üç boyutlu eğitim teknolojileri de yer almaktadır. Üç boyutlu eğitim teknolojilerinin iyileştirilmesiyle beraber “3B sanal dünyalarda öğrenme”nin ön plana çıktığı bilinmektedir. Buna bağlı olarak eğitimin tüm kademelerinde, öğrenme ve öğretme sürecinde sanal ortamların işe koşulduğundan söz edilmektedir. Bu araştırmada üç boyutlu, çevrimiçi bir yaşam simülasyonu olan ve alternatif bir öğretim ortamı olarak tanımlanabilen Second Life sanal dünyası incelenmiştir. Bu makalenin amacı; sanat ve tasarım eğitiminde kullanılabilecek sanal ortamlardan Second Life’ı tanıtmak, bu konuda teorik bir perspektif kazandırmak, 3B sanal dünyaları eğitim amaçlı kullanmak isteyen araştırmacı ve öğretmenlere katkı sağlamak ve bu ortamda yapılacak araştırmalar için kuramsal zemin oluşturmaktır. Bu nedenle öncelikle 3B sanal dünyalara genel bir çerçeveden bakılmıştır. Ardından 3B sanal ortamlardan Second Life uygulaması detaylı bir biçimde incelenerek genel özellikleri tanımlanmıştır. Second Life uygulamasının eğitimde kullanılması, uygulama dâhilinde inşa ve içerik oluşturma, sanat ve tasarım yapma ve sanat eğitimi konusu tartışılmıştır. Daha sonra Second Life uygulamasını kullanan sanatçılara örnekler verilmiş ve Second Life’ın sanat ve tasarım eğitiminde nasıl kullanıldığına ilişkin eğitim uygulamalarından bazılarına yer verilmiştir. Sonuç kısmında teknolojinin gelişmesi ve sanal dünyaların eğitimde kullanımıyla beraber sanat derslerinde elde edilebilecek kazanımlar yer almıştır. Buna bağlı olarak teknolojinin, çeşitli bilgisayar uygulamalarının (VR, artırılmış gerçeklik uygulamaları, vb.) 3B sanal dünyaların eğitimde kullanılmasının günümüz sanat eğitimi kazanımları açısından önemine değinilmiştir. Ayrıca sanat eğitimine teknolojinin dâhil edilme biçimlerinin sorgulanması gerektiği ifade edilmiştir.


Author(s):  
Toni Amorim Oliveira ◽  
Norian Marranghello ◽  
Alexandre César Rodrigues Silva ◽  
Aledir Silveira Pereira

3D virtual worlds or metaverses are immersion environments that allow the simulation of some real environment characteristics such as sound and gravity. In this chapter we describe the development of a 3D virtual environment as well as its integration with Moodle platform using Sloodle plugin. We discuss related works dedicated to the development of virtual laboratories. We also describe the main software used and how to perform the settings required for the operation of the environment. To introduce the developed software utilization we present a laboratory built for teaching subjects based on multiple intelligences theory defined by Gardner.


2018 ◽  
pp. 733-758 ◽  
Author(s):  
Toni Amorim Oliveira ◽  
Norian Marranghello ◽  
Alexandre César Rodrigues Silva ◽  
Aledir Silveira Pereira

3D virtual worlds or metaverses are immersion environments that allow the simulation of some real environment characteristics such as sound and gravity. In this chapter we describe the development of a 3D virtual environment as well as its integration with Moodle platform using Sloodle plugin. We discuss related works dedicated to the development of virtual laboratories. We also describe the main software used and how to perform the settings required for the operation of the environment. To introduce the developed software utilization we present a laboratory built for teaching subjects based on multiple intelligences theory defined by Gardner.


2019 ◽  
Author(s):  
Νικόλαος Πέλλας

Η υπολογιστική σκέψη (ΥΣ), αποτελεί έναν επιστημονικό όρο, ο οποίος παρουσιάζεται ολοένα και περισσότερο σε πολλά προγράμματα σπουδών της δευτεροβάθμιας εκπαίδευσης, και ιδιαίτερα για την εισαγωγή των μαθητών στις αρχές της επιστήμης των υπολογιστών. Πιο συγκεκριμένα, τα μαθήματα προγραμματισμού μπορούν να υποστηρίξουν σε ένα μεγάλο βαθμό την ανάπτυξη και χρήση δεξιοτήτων ΥΣ, διότι απαιτούν από τους μαθητές να έχουν ένα ευρύ φάσμα δεξιοτήτων γνωστικής σκέψης, όπως η επίλυση προβλημάτων, η κριτική σκέψη, η λογική συλλογιστική και η δημιουργικότητα. Υπό το πρίσμα αυτό, οι μαθητές (αγόρια και κορίτσια) προσπαθούν να κατανοήσουν το πώς να χρησιμοποιήσουν τέτοιου είδους δεξιότητες για να αναπτύξουν τις στρατηγικές σκέψης τους για να λύσουν προβλήματα με ένα λογικό και μεθοδολογικό τρόπο ακολουθώντας την παιχνιδοκεντρική προσέγγιση στην μάθηση για την επίλυση προσομοιωμένων προβλημάτων του πραγματικού κόσμου με την χρήση διαδραστικών περιβαλλόντων, όπως: (α) τα περιβάλλοντα οπτικού προγραμματισμού και (β) οι τρισδιάστατοι (3D) εικονικοί κόσμοι σε συνδυασμό με την παλέτα οπτικού προγραμματισμού Scratch4SL (S4SL). Ωστόσο, λιγότερη προσοχή έχει δοθεί μέχρι και σήμερα για να διερευνηθεί εάν ένα παιχνίδι προσομοίωσης που μπορεί να δημιουργηθεί σε διαδραστικά περιβάλλοντα επηρεάζει την ανάπτυξη και την εφαρμογή των στρατηγικών επίλυσης προβλημάτων με βάση την ΥΣ των μαθητών. Ο σκοπός της παρούσας διατριβής είναι να προτείνει ένα παιχνίδι προσομοίωσης το οποίο θα υποστηρίζει την εκμάθηση και αξιοποίηση των βασικών δομών και εννοιών του προγραμματισμού για την επίλυση προβλημάτων με βάση την ΥΣ. Το προτεινόμενο παιχνίδι προσομοίωσης θα αποτελέσει το αντικείμενο μιας πειραματικής αξιολόγησης και ανάλυσης των δεδομένων για την εξαγωγή σημαντικών συμπερασμάτων σχετικά με την μαθησιακή επίδοση με βάση την ΥΣ και συγκεκριμένα μέσα από υπολογιστικούς σχεδιασμούς, υπολογιστικές πρακτικές και υπολογιστικές επιδόσεις. Το παιχνίδι δημιουργήθηκε στο OpenSimulator (OpenSim) και Scratch για να υποστηρίξει τα αγόρια και τα κορίτσια επιδεικνύουν δεξιότητες που σχετίζονται με την ΥΣ για να κατανοήσουν το πώς να χρησιμοποιήσουν αποτελεσματικά συγκεκριμένες δομές προγραμματισμού σε διάφορες προσομοιωμένες μαθησιακές εργασίες επίλυσης προβλημάτων. Τα ευρήματα της παρούσας έρευνας έδειξαν ότι υπήρχαν σημαντικές διαφορές στην επίδοση των μαθητών της πειραματικής ομάδας που χρησιμοποίησαν το OpenSim μαζί με την παλέτα S4SL, σε αντιδιαστολή με τους μαθητές της ομάδα ελέγχου που αξιοποίησαν το Scratch. Πρώτον, φάνηκε ότι κατανόησαν χωροταξικά καλυτέρα τα βασικά μέρη του προβλήματος που έπρεπε να αντιμετωπίσουν μέσα στο OpenSim αξιοποιώντας δεξιότητες λογικής και κριτικής σκέψης για την καλύτερη δυνατή οργάνωση και εκτέλεση των προτεινόμενων σχεδιαστικών λύσεων. Δεύτερον, κατάφεραν να εκφράσουν σε μορφή ψευδοκώδικα και έπειτα να εφαρμόσουν πιο αποδοτικότερες και αποτελεσματικές σχεδιαστικές λύσεις κάνοντας λιγότερα λάθη. Τρίτον, κατόρθωσαν να επιτύχουν μεγαλύτερο μαθησιακό κέρδος (41%) για να προσδιορίσουν τις δεξιότητές τους σχετικά με την ΥΣ έναντι των συμμετεχόντων που χρησιμοποίησαν το Scratch (20%). Τέλος, συνθέτοντας τα ευρήματα των μελετών που διεξήχθησαν, ένα εύρος σημαντικών επιπτώσεων και σχεδιαστικών κατευθύνσεων παρατίθενται και αναλύονται.


2014 ◽  
pp. 474-497
Author(s):  
Demetrios G Sampson ◽  
Pavlos Kallonis

3D Virtual Worlds provide realistic three-dimensional environments accessible through the web that can offer engaging, interactive, and immersive experiences. This can create new opportunities for teaching and learning. Yet, the possible use of 3D Virtual Worlds in formal education is a major challenge for school teachers, even for those who are experienced and keen on using digital technologies. In this chapter, the authors present a 3D Virtual Classroom Simulation appropriately designed and implemented using SLOODLE for supporting a module for teachers' continuing professional development based on the Synectics “making the strange familiar” instructional strategy, aiming towards acquiring appropriate competences for teaching within 3D Virtual Worlds and for developing innovative educational practices.


Author(s):  
Michelangelo Tricarico

This chapter discusses the author's experience in virtual environments, with particular reference to virtual reconstruction. The events are narrated from the perspective of a student who at first developed his skills in this specific field at school, and then became competent and passionate enough to teach what he had learned in the course of time. He describes his experience from early school projects to the personal ones; from his award as a “Master Builder” to his early teaching lessons. Other learning activities that can be carried out in a virtual world are also illustrated, with particular reference to “coding”, which appears to be of great interest to the author. The main objective of this paper is to highlight the potential of a 3D virtual environment for the reconstruction of monuments, i.e., the author's area of expertise. It also provides a description of other activities that can be performed in a virtual environment, while illustrating the most common issues that can be experienced and suggesting how to solve them.


2020 ◽  
Vol 10 (18) ◽  
pp. 6205
Author(s):  
Maria Cerreta ◽  
Roberta Mele ◽  
Giuliano Poli

The complexity of the urban spatial configuration, which affects human wellbeing and landscape functioning, necessitates data acquisition and three-dimensional (3D) visualisation to support effective decision-making processes. One of the main challenges in sustainability research is to conceive spatial models adapting to changes in scale and recalibrate the related indicators, depending on scale and data availability. From this perspective, the inclusion of the third dimension in the Urban Ecosystem Services (UES) identification and assessment can enhance the detail in which urban structure–function relationships can be studied. Moreover, improving the modelling and visualisation of 3D UES indicators can aid decision-makers in localising, analysing, assessing, and managing urban development strategies. The main goal of the proposed framework is concerned with evaluating, planning, and monitoring UES within a 3D virtual environment, in order to improve the visualisation of spatial relationships among services and to support site-specific planning choices.


2008 ◽  
pp. 176-205 ◽  
Author(s):  
James G. Jones ◽  
Stephen C. Bronack

Three-dimensional (3D) online social environments have emerged as viable alternatives to traditional methods of creating spaces for teachers and learners to teach to and to learn from one another. Robust environments with a bias toward peer-based, network-driven learning allow learners in formal environments to make meaning in ways more similar to those used in informal and in-person settings. These new created environments do so by accounting for presence, immediacy, movement, artifacts, and multi-modal communications in ways that help learners create their own paths of knowing using peer-supported methods. In this chapter, we will review the basics of the technologies and the theoretical underpinnings that support the development of such environments, provide a framework for creating, sustaining, and considering the effectiveness of such environments, and will conclude by describing two examples of 3D virtual worlds used to support course instruction at the university level.


2011 ◽  
Vol 4 (7) ◽  
pp. 1-18 ◽  
Author(s):  
Chang Liu ◽  
Teresa Franklin ◽  
Roger Shelor ◽  
Sertac Ozercan ◽  
Jarrod Reuter ◽  
...  

Game-like three-dimensional (3D) virtual worlds have become popular venues for youth to explore and interact with friends. To bring vital financial literacy education to them in places they frequent, a multi-disciplinary team of computer scientists, educators, and financial experts developed a youth-oriented financial literacy education game in the Teen Grid of Second Life 3D online virtual world. This paper presents the design and development process of this financial literacy education game, its learning effectiveness in classrooms, and lessons learned from the process.


Sign in / Sign up

Export Citation Format

Share Document