scholarly journals Developing and examining a virtual learning environment

2019 ◽  
Vol 9 (3) ◽  
pp. 511-526
Author(s):  
Zsolt Kristóf ◽  
Kitti Tóth

Virtual reality (VR) provides several potentials to unlock in today’s world. VR is a computer interface that allows users to interact with each other or with the media in a computer-generated three-dimensional space using senses (Piovesan, Passerino, & Pereira, 2012). One of the most important VR environment is Second Life. It provides both for educators and students the opportunity to deviate from the habits, to leave the traditional framework of teaching and learning (Chen, 2016). In our research, we created a virtual learning environment in the Second Life that is called Fornax. The devices placed in the area were intended to provide a thorough introduction to the different parts of the digestive system. In a virtual space, students can easily learn about human organs, as they also can see what they are learning, which can be a huge help in acquiring information (Huang, Liaw, & Lai, 2016). Based on the results, we could state that test results of users who are more familiar with Second Life are significantly better respondents than the beginner users. However, one of the four types of questions that of multiple choices with short answers provided the same result.

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.


2010 ◽  
pp. 195-214
Author(s):  
Caroline M. Crawford ◽  
Virginia Dickenson ◽  
Marion S. Smith

This discussion focuses upon a theoretical understanding of the instructional architecture that supports learningcommunities within three-dimensional virtual worldenvironments; specifically, within the Second Life worldenvironment. This theoretical understanding provides the essential link between instructional imperatives, performance improvement and a community of learningwithin 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 threedimensionalvirtual learning environment, such as Second Life, through the design of a virtual learning environment classroom-in-a-box.


Author(s):  
Melanie Humphreys ◽  
Deborah J. Rosenorn-Lanng ◽  
Luke Bracegirdle

This chapter details a collaborative teaching and learning evaluative project between Nursing and Midwifery, Pharmacy, and Medicine at Keele University to explore the development of team working skills (NOTECH) and debrief within an inter-professional active virtual learning environment (KAVE). The virtual ward and NOTECH training provided within the KAVE are thought to be the first of their kind within the UK. The project has recently been presented within Australia and Italy, and been very positively received. KAVE is a physical room where three-dimensional “stereoscopic” visuals display on three walls and the floor to create a computer-generated virtual environment. A student wears active 3D glasses and a lightweight head and hand-tracking device. The computer-generated visuals respond to position in the KAVE and allow the student to “pick up” and interact with digital objects such as care plans, prescription charts, observation charts, etc. The virtual ward is able to simulate observation and diagnostic skills training. ECG monitors' provide information regarding the status of each virtual patient within the ward. The virtual ward clinical simulation enabled the students to rehearse professional behaviours in a risk-free environment, whilst providing opportunities for non-technical skills practice prior to real-world patient encounters. Early evaluations received from students have been very positive.


Author(s):  
Hafizoah Kassim ◽  
Wan Rosmini Hassan

This chapter reports the application and utilization of virtual learning environment (VLE) in schools, specifically focused on Malaysian schools. The VLE utilization is an initiative by the Ministry of Education (MOE) Malaysia in its vision to embrace the global changes and advancement of technology. With the advancement of the Fourth Industrial Revolution (IR 4.0), this topic is especially important to address. This chapter discusses the provisions of technology-based facilities and tools in schools as part of the change initiatives by MOE Malaysia, and the accompanied teaching and learning practices and trainings affecting the teachers and students. These efforts are exemplified through specific programs which have been implemented namely e-Portfolio in the Genosis Program and Google Classroom, and by linking such endeavors to the Malaysia Education Blueprint. These initiatives are always challenging especially when it involves the utilization of the exponentially advancing technologies. This chapter also highlights the pursuing impacts and challenges of the initiatives on teachers, students, selected schools, and their receptions to change.


2013 ◽  
Vol 4 (3) ◽  
pp. 52-65
Author(s):  
Rabindra Ku Jena

Recent advances in Information and Communication Technology (ICT) provide an opportunity to build a self growing and sharing virtual environment for teaching and learning. Cloud computing is one of the latest technological advancement in ICT domain. Cloud computing technologies have changed the way applications are developed and accessed. A Virtual Learning Environment (VLE) is a system for delivering learning materials to students via the web. Cloud computing is provides one of the most emerging cost effective solution for virtual learning and teaching environment. This paper discusses how cloud computing has been contributing to virtual learning environment and an overview of the current state of the structure of Cloud Computing based e-learning is discussed. The readers will also find a brief overview of cloud computing and the different efficient cloud based virtual learning models. Towards the end different offers from different cloud vendors are discussed.


2018 ◽  
Vol 8 (1) ◽  
Author(s):  
Siti Hajar Halili ◽  
Nurul Hanani Abdul Rahman ◽  
Rafiza Abdul Razak

This study is aimed to investigate students’ levels of engagement in learning English literature for traditional learning and virtual learning environment. There are four dimensions of engagement that were studied, which are the cognitive, behavioural, emotional and agentic engagement. A self-determination theory perspective on student engagement by Reeve (2012) was used for the foundation of this study. A questionnaire of School Engagement Measure was used to collect data from 80 respondents. The data were analysed using descriptive analysis utilizing the SPSS software. The results of this study show that the engagement level of the virtual learning environment is higher than the engagement level of the traditional learning. Based on the results, further research is recommended to focus on the effectiveness of virtual learning environment in the classroom for the teaching and learning process.


2020 ◽  
Vol 5 (SI3) ◽  
pp. 173-179
Author(s):  
Kumar Raman ◽  
Norasmah Othman ◽  
Haryanti Mohd Affandi ◽  
Indera Irawan Md. Rawi

In many developing countries, Information and Communication Technology had been introduced. Its integration with the curriculum is limited. In view of this, a survey was conducted to examine the factors that affect teacher’s attitude in adopting virtual learning environment in their classroom teaching. The result of regression analysis revealed that Perceived usefulness and Perceived ease of use, had been seen to have more considerable significance than Social Influence and Facilitating Condition in affecting teacher’s attitude to adopt Frog VLE. Together these constructs explained 57 per cent the variance in teacher’s intention to use VLE application in their teaching. Keywords: Virtual Learning Environment; ICT in teaching and learning; teacher’s attitude towards e-learning eISSN: 2398-4287© 2020. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v5iSI3.2560


2009 ◽  
Vol 2 (1) ◽  
Author(s):  
Victoria Lynn Walker

This article will present the process and the curricular and pedagogical lessons learned from adding a 3D virtual learning environment to an online course in a distance and hybrid education master’s degree program. Based on student surveys, course evaluations, and faculty interviews, the author will summarize attitudes and expectations from the varied stakeholders and offer practical recommendations on the design and delivery of an effective virtual world learning environment in an online course. The author is involved in developing 3D virtual learning environments and integrating their use in graduate level counseling courses in traditional, blended, and online master’s programs. In the fall of 2007, the author began the process of incorporating the virtual world Second Life into an online counseling skills and techniques course in the Human Services Counseling Program at Regent University. The course objectives consisted of teaching graduate level students expertise such as clinical counseling skills and techniques. One of the critical competencies, the student’s ability to demonstrate the basic counseling skills needed to be an effective counselor including attending, listening, empathy, warmth, and respect, was very difficult to teach and evaluate from a distance. In the past, program instructors have taught online and blended courses with the asynchronous learning environment Blackboard and the synchronous technologies, Skype and Instant Messenger. With the use of new learning environments, such as 3D virtual learning environments, the author hoped to provide the instructors and students with an environment more conducive to developing effective counseling skills. The author implemented the virtual learning environment – a simulated counseling facility and tested the virtual counseling facility’s use as an innovative learning environment for simulation of student counseling sessions. This article will discuss the author’s personal experiences as well as the empirical research collected during this case study. Given the potential for significant growth in the use of virtual learning objects, this article should provide useful information for instructors and administrators considering virtual environments as a means of teaching practical skills at a distance in online programs.


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