Interaction in the virtual world: an analysis of students' construal of pedagogic subject positions in a 3D virtual learning environment

Author(s):  
Janaina Minelli de Oliveira ◽  
Vanessa Esteve ◽  
Mar Camacho

AbstractThis article discusses the results of an investigation on construal of pedagogic positions in a series of online interactions between two students performing learning activities in a three-dimensional virtual learning environment. It aims at analyzing how students offer praise while performing learning activities in the absence of a teacher or mentor. Results show that while students were highly focused in the learning activities, they construe different pedagogic positions through their language behavior, taking more proactive or reactive roles. The main area of attitudinal language used was Appreciation and most evaluative language in the corpus targets the objects created by the students themselves, falling within the Composition subtype. Positive evaluation and Negative evaluation play important roles in the performance of the learning activity: Positive evaluation is used in the corpus to provide feedback on the improvements made in the world and manage conflict or reassurance; Negative evaluation serves two key functions – the management of the revision of the work done and the control of the tasks to be performed. It is argued that the understanding of pedagogic subject positions construal is an essential step for the elaboration of pedagogic strategies, including those which incorporate the extended potentials of new technologies.

LEKSIKA ◽  
2021 ◽  
Vol 15 (1) ◽  
pp. 48
Author(s):  
H Haryati

COVID-19 has been the pandemic in Indonesia since March 2020. Drastically, it impacts on educational segment; therefore, the platforms of digital tools are able to be the best alternative way to overwhelm this issue and to strengthen the material delivery conducted by educational institution including universities. They can be beneficial tools in COVID-19 pandemic condition as teachers’ assistance. Due to these issues, this study was conducted to determine students’ perspective on the implementation of platforms in virtual learning environment during Covid-19 pandemic. This study involved 105 participants of the sixth semester students of English department of Universitas Pamulang. To obtain the data, the writer distributed a survey consisting 3 major questions (the platform reference, the advantages and the challenges); the students handed the reflective notes in to all questions related to the implementation of virtual learning in COVID-19 pandemic situation. The findings revealed that the students prefer having screen recording in learning activity (38.10%), Google Meeting (28.57%), Kahoot (19.04%), and Ed Puzzle (14.29%). Furthermore, the advantages of the platforms are time flexibility, effective platforms, less quota, interaction, fun application, the mastery of grammar; however, the challenges are monotonous activity, the students’ boredom, difficult to create an account, poor responses, poor internet connection and inequivalent schedule. 


Author(s):  
Nur Afni Mahiya Usemahu ◽  
Yulia Fernandita

This study investigates teachers’ competencies in the implementation of facilities, principles, educators’ roles, and interactions in the Virtual Learning Environment (VLE). Using explanatory sequential mixed method, it aims to examine whether all those competencies such as learning system tools and resources, technology quality, and workload management are considered throughout the learning process. In total, 102 students from the Faculty of Tarbiyah and Teachers’ Training at Antasari State Islamic University were involved in the survey. Fourteen of them, as well as three lecturers, were then interviewed. The results indicate that despite students’ limited access to the internet, lecturers attempt to provide all students’ facilities. However, in some departments, various learning activities, monitoring, and feedback still need to be improved. The lecturers generally execute the principle of the virtual learning environment. The students mostly believe that lecturers are aware of their roles, and manage their interactions well. In conclusion, the study suggests teachers’ competencies in the virtual learning environment and calls for further studies in this subject. 


Author(s):  
Jintavee Khlaisang ◽  
Kemmanat Mingsiritham

The study aims to design and develop a Virtual Learning Environment (VLE) system to enhance the communication and collaboration skills of higher education learners in the ASEAN cultural community. The system was developed based on a literature review of ASEAN to identity its educational goals for 2015, as well as the subjects of open learning, VLE, active learning, activity based learning, ASEAN cultural community, and collaboration and communication skills in 21st century. The results of the literature review were developed into a questionnaire for 400 higher education instructors. The survey results were then tabulated using G* Power and were analyzed using Exploratory Factor Analysis (EFA) to find the core elements to be developed to be an appropriate VLE system. The resulting system was tested using a sample group of 30 volunteer undergraduate students from 5 ASEAN member countries. Data analysis using t-test dependent indicated that there was statistical difference between pre and post self-assessment scores of the 21st century skills in communication and collaboration at a 0.05 level of significance. The result was consistent with the results of behavior and trace observations and the quality of project assignments produced using the system. The system developed consisted of four elements was approved by experts in the education field.


2015 ◽  
Vol 14 (1) ◽  
Author(s):  
Raimundo Nonato Moura Furtado

Resumo Neste trabalho apresentamos algumas reflexões sobre as práticas de letramento digital vivenciadas por uma turma de Educação a Distância usuários do Ambiente Virtual de Aprendizagem – AVA SOLAR da Universidade Federal do Ceará – UFC. Fundamentamos nosso trabalho principalmente nas reflexões de (CASSANY, 2005; ESHET-ALKALAI, 2004; SOARES, 2002; XAVIER, 2002; Buzato, 2001; LÉVY, 1999). Situamos essa investigação como uma pesquisa explicativa de caráter diagnóstico (GIL, 2002) situada no paradigma qualitativo-interpretativista (BORTONI-RICARDO, 2008). Construímos nossa amostra por meio de duas fontes: dois questionários e a análise das atividades do SOLAR. Os resultados apontam que as práticas de letramento digital recorrente nos dados são diversas e estão, principalmente, relacionadas às práticas vernaculares de letramento. Essas práticas estão vinculadas às diferentes agências de letramento com as quais estes participantes estiveram e estão relacionados.Os dados revelam  que ser letrado digital implica assumir mudanças nos modos de abordagem do texto com a utilização e com interação das múltiplas semioses em textos que estão em um suporte digital, no geral, a tela.  Palavras-chave: Letramento digital. Educação a distância. Novas tecnologias. Abstract In this work, we make some reflections on the practices of digital literacy experienced by a group of Distance Education users of Virtual Learning Environment - VLE SOLAR, Federal University of Ceará - UFC. We base our work mainly on r83eflections (CASSANY, 2005; Eshet-Alkalai, 2004; SOARES, 2002; XAVIER, 2002; Buzato, 2001; Lévy, 1999). We situate this research as an explanatory research diagnostic character (GIL, 2002) located in the qualitative-interpretative paradigm (BORTONI-RICARDO, 2008). We construct our sample by two sources: two questionnaires and the analysis of the activities of SOLAR. The results show that the practices of recurrent digital literacy in the data are diverse and are primarily related to vernacular literacy practices. These practices are linked to different agencies of literacy with which these participants were and are related. Our data indicate that being literate digital implies taking changes in the modes of approaching the text with the use and interaction of multiple semiosis in texts that are in a digital format, in general the screen. Keywords: Digital literacy. Distance education. New technologies.


Author(s):  
Caroline M. Crawford ◽  
Virginia Dickenson ◽  
Marion S. Smith

This discussion focuses upon a theoretical understanding of the instructional architecture that supports learning communities within three-dimensional virtual world environments; specifically, within the Second Life world environment. This theoretical understanding provides the essential link between instructional imperatives, performance improvement and a community of learning within an instructional technology framework. Motivated by the shift from the Information Age known for the availability of information towards the Cognitive Age which emphasizes the ability to access, evaluate, organize, comprehend, apply, analyze, synthesize and innovatively represent information into an enhanced understanding and novel use, this discussion offers the opportunity to directly address the learner’s needs within the threedimensional virtual learning environment, such as Second Life, through the design of a virtual learning environment classroom-in-a-box.


2012 ◽  
pp. 1493-1505
Author(s):  
Brian G. Burton ◽  
Barbara Martin ◽  
Doug Thomas

This chapter’s goal is to examine the experiences and perceptions of undergraduate students using a 3D Virtual Learning Environment. After creating a 3D didactic constructivist virtual environment, student conversations were observed for collaborative elements. Findings revealed that five forms of collaboration amplified the learning process and indeed occured within the virtual learning environments. Results further suggested that the 3D VLE project, though limited in time and scope, successfully created a community of learners.


Author(s):  
Christina Mainka

The asynchronous computer conference still finds itself largely ignored as an effective vehicle for supporting student-centered, collaborative learning experiences. When it is employed the quality of the learning experience varies widely. The literature reports students either unengaged with the medium or overwhelmed by the discussion threads.The online discussion itself tends to take on the nature of an accumulation of independent facts and little peer-to-peer engagement. It is recognised that learning environments in introductory science courses play a crucial role in Higher Education, and dialogic inquiry is understood to play a vital role in the study and understanding of science. According to Biggs “constructively aligned” learning environments in which careful attention is given to the relationship between learning outcomes, learning activities and teaching practice and assessment strategy are supportive of inquiry.Based on a series of introductory online physical science modules, designed and taught by the author for the University of Maryland University College (UMUC), it is shown that an aligned virtual learning environment is feasible and supports deep learning. Key factors instrumental to the successful delivery include clear communication of tutor and student role, ample opportunities for social networking and a range of creative learning activities and meaningful assessment tasks. The asynchronous conference plays a central role in which ideas are not only shared but critically examined and improved. Interaction goes far beyond conversation, reaching a deeper level of collaborative inquiry and ultimately knowledge construction.Science educators are encouraged to incorporate asynchronous conferencing to undergraduate science courses with the aim of fostering collaborative inquiry and critical thinking skills. The case study demonstrates that if the above described features are realised in the online design, the asynchronous conference by default becomes the showplace for knowledge construction from the outset and increasingly the students’ major learning resource3.


Three-dimensional virtual environments have gained wide popularity due to improvement in graphic rendering technology and networking infrastructure. Many education institutions have been trying to leverage the potential of 3D virtual environments in their application in education. In this research, we aim to evaluate the students’ perception of virtual environments in teaching and learning activities. We set up a virtual classroom, where a short presentation was delivered to students through virtual projectors in Second Life, the most widely adopted 3D virtual environment. The students filled in a questionnaire after the class. We found that the students gave a statistically higher evaluation to 3D virtual environments in terms of satisfaction and enjoyment, while comparable scores between 3D and traditional learning environment in terms of concentration, perceived usefulness, and learning and understanding were obtained. Our results show that virtual learning environment is of great potential in e-learning. Some recommendations in using the virtual environment for learning activities are given.


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