A Qualitative Research Approach for the Investigation and Evaluation of Adult Users' Participation Factors through Collaborative E-Learning Activities in the Virtual World of “Second Life”

Author(s):  
Pellas Nikolaos ◽  
Kazanidis Ioannis

In the last thirty years, participation factors have particularly attracted the interest of Adult Education researchers, and it could be said that this is probably one of the most discussed topics in this field. Hence, “participation theories” that relate organized educational activities can give a logical explanation for the complexity and multifactor nature of adult leading to educational practices. In these circumstances, the chapter presents recent findings of a qualitative research effort, conducted in the virtual world of Second Life (SL). This premise is recapitulated in an attempt to illuminate the theme of trainee users' broad participation in collaborative e-learning activities based on the interpretive framework of “adults' participation theories” that can interpret the motivational factors, recommended from McGivney (1993). The value-added effect helps one to understand the mobilization of different adults' perspectives and thoroughly enunciate the key factors that influence the decision to participate in teamwork activities.

Author(s):  
Pellas Nikolaos ◽  
Kazanidis Ioannis

In the last thirty years, participation factors have particularly attracted the interest of Adult Education researchers, and it could be said that this is probably one of the most discussed topics in this field. Hence, “participation theories” that relate organized educational activities can give a logical explanation for the complexity and multifactor nature of adult leading to educational practices. In these circumstances, the chapter presents recent findings of a qualitative research effort, conducted in the virtual world of Second Life (SL). This premise is recapitulated in an attempt to illuminate the theme of trainee users’ broad participation in collaborative e-learning activities based on the interpretive framework of “adults’ participation theories” that can interpret the motivational factors, recommended from McGivney (1993). The value-added effect helps one to understand the mobilization of different adults’ perspectives and thoroughly enunciate the key factors that influence the decision to participate in teamwork activities.


Author(s):  
Nikolaos Pellas

Motivational factors that may affect adult participation in educational activities have attracted educators' interests and probably are one of the most discussed topics in the field of adult education. The current study seeks to investigate the students' participation in collaborative online activities based on the interpretive framework of adult participation theories stapling to interpret motivational factors, and recommended by McGivney (1993). A qualitative (comprehensive) research was conducted and a voluntary sample of Higher education by eighty students (n=80) who participated in online collaborative settings through the virtual world of Second Life and wanted to share experiences from their participation. The added value of this effort is to understand the educational community theoretically based on the utilization of adult theories that might motivate adult participation in different aspects and more practically to enunciate the key factors influencing their decisions to participate in team-based activities held in Second Life.


Author(s):  
Luis Ochoa Siguencia ◽  
Gilberto Marzano ◽  
Renata Ochoa-Daderska

This paper presents the research approach designed for  EScAlADE, an EU funded project that sees the participation of five European countries and focuses on adult participative e-learning. EScAlADE aims at investigating about the educational needs of adults (range: 50-65 years) involved in e-learning programs. This paper reports on the projects methodology and on the necessity of educational strategies able to provide adult trainees with the skills required by the labor market.


2016 ◽  
pp. 1451-1476
Author(s):  
Nikolaos Pellas

Motivational factors that may affect adult participation in educational activities have attracted educators' interests and probably are one of the most discussed topics in the field of adult education. The current study seeks to investigate the students' participation in collaborative online activities based on the interpretive framework of adult participation theories stapling to interpret motivational factors, and recommended by McGivney (1993). A qualitative (comprehensive) research was conducted and a voluntary sample of Higher education by eighty students (n=80) who participated in online collaborative settings through the virtual world of Second Life and wanted to share experiences from their participation. The added value of this effort is to understand the educational community theoretically based on the utilization of adult theories that might motivate adult participation in different aspects and more practically to enunciate the key factors influencing their decisions to participate in team-based activities held in Second Life.


Author(s):  
Pellas Nikolaos

In the last decade, there is a common conviction and connectedness for modern e-learning practices to use online virtual environments (or worlds) for arousing students’ interesting in various experiential activities. In this perspective, this chapter creates and proposes a “Cybernetic Planning Framework” (CPF), which combines the diversity of educational theories and practices, yielding in a common basis for their inclusion. The present chapter focuses on Second Life’s qualitative characteristics that can be utilized to construct a “teaching-organizational” framework, which is essential for planning effective and meaningful distance learning courses. This gain averred a “cybernetic model,” in which users enhanced pedagogical authorities and principles of Contemporary Learning Theories that previous studies carried out in Second Life. This premise recapitulates the value-added of this chapter, which can successfully be adapted to any 3D “open” and “sustainable” education system, emphasizing on integration and innovation of teaching methods.


Author(s):  
Youngkyun Baek ◽  
Hoe Kyeung Kim

This chapter describes the process of design and development of the Virtual English Adventure in Second Life. The in-depth description and explanation of designing and developing the tasks and activities involved in the Virtual English Adventure project provides the scale and amount of time and effort required to utilize a virtual tool for educational purposes. The Virtual English Adventure is particularly designed for English teaching and learning. The virtual world configurations, such as level tests, teleporting, missions, e-learning, interaction, gaming, and learning-facilitators, are related to both learning theories and language teaching pedagogy. Based on our own experiences, there are some important recommendations for instructional designers and researchers to consider when they design and develop the educational use of a virtual world.


2011 ◽  
Vol 2011 ◽  
pp. 1-11 ◽  
Author(s):  
Ulrike Lucke ◽  
Raphael Zender

Virtual worlds became an appealing and fascinating component of today's internet. In particular, the number of educational providers that see a potential for E-Learning in such new platforms increases. Unfortunately, most of the environments and processes implemented up to now do not exceed a virtual modelling of real-world scenarios. In particular, this paper shows that Second Life can be more than just another learning platform. A flexible and bidirectional link between the reality and the virtual world enables synchronous and seamless interaction between users and devices across both worlds. The primary advantages of this interconnection are a spatial extension of face-to-face and online learning scenarios and a closer relationship between virtual learners and the real world.


2019 ◽  
Vol 2 (6) ◽  
pp. 309
Author(s):  
Yeni Suhartini ◽  
Ema Aprianti

In general, The research aims to "find out the application of the Demonstration method to improve the Social Development of PAUD children". This research was conducted with the approach used in this study is a qualitative research approach. Sugiyono The data source of this research is the kindergarten student Pelita Bandung. While the sample consisted of 25 children. The research data were collected using instruments in the form of interview guidelines and observation guidelines. The use of Demonstration Method to improve children's Social Development skills in this study was carried out through two observations. The learning conditions of Social Development activities using the Demonstration Method have begun to be conditioned. The child can concentrate on paying attention to the instructions of the guru and wants to practice the Social Development activities directly by using pictures of animals on the planel board. The results obtained through observation show satisfying results. By using the Demonstration Method in Social Development learning, the media used are rabbits and sprouts that are interesting, so the child wants to hold and see and observe the picture. In addition, children are more enthusiastic about learning because teachers demonstrate directly how the media works in Social Development learning activities, and teachers are also given opportunities for children to practice and demonstrate in front of other friends, hopefully children will remember the learning of Social Development continuously this and the more enthusiastic want to try.Secara umum, penelitian bertujuan untuk “mengetahui penerapan metode Demonstrasi untuk meningkatkan Perkembangan Sosial anak PAUD”.Penelitian ini dilaksanakan dengan Pendekatan yang digunakan dalam penelitian ini adalah pendekatan penelitian kualitatif, sampel berjumlah 25 orang anak. Data penelitian dikumpulkan dengan menggunakan instrumen berupa pedoman wawancara dan pedoman observasi. Metode demonstrasi digunakan untuk meningkatkan keterampilan aspek perkembangan sosial anak dalam penelitian ini dilaksanakan dengan melalui dua kali observasi. Kondisi pembelajaran kegiatan perkembangan sosial dengan menggunakan Metode Demonstrasi sudah mulai terkondisikan. Anak sudah bisa berkonsentrasi untuk memperhatikan instruksi dari guru dan mau mempraktekkan langsung kegiatan Perkembangan Sosial dengan menggunakan gambar binatang pada papan planel. Hasil yang diperoleh melalui observasi menunjukkan hasil yang memuaskan. Dengan menggunakan metode demonstrasi di dalam pembelajaran perkembangan sosial, media yang digunakan yang berupa binatang kelinci dan tumbuhan kecambah yang menarik, sehingga anak ingin memegang dan melihat serta mengamati gambar tersebut. Selain itu, anak semakin termotivasi untuk  mengikuti pembelajaran dikarenakan guru memperagakan langsung bagaimana cara pengerjaan media tersebut dalam kegiatan pembelajaran Perkembangan Sosial, dan guru juga kesempatan diberikan pada anak agar mempraktekkan dan mendemonstrasikan di depan teman-teman yang lain, diharapkan anak akan mengingat terus pembelajaran Perkembangan Sosial ini dan semakin termotivasi ingin mencoba.


2019 ◽  
Vol 7 (1) ◽  
pp. 1
Author(s):  
Amin Tasih ◽  
Ali Said

Al Masruriyyah Islamic Boarding School is one of the huts of the Tebuireng foundation that is still hungry for discipline in obeying the rules of the cottage. Al Masruriyyah Islamic boarding schools apply ta’zir as a form of consequence for santri who violate the rules of the cottage. This study aims to describe and analyze the implementation of ta’zir in increasing the discipline of santri in Al Masruriyyah Islamic boarding schools. This study uses a qualitative research approach. Data collection techniques using the method of observation, interviews and documentation. The data obtained will be compiled by reducing/summarizing the data, then presenting the data and drawing conclusions.  Based on the research shows that: the implementation  of ta’zir carried out by the management and has been approved by the supervisor and caregivers for giving ta’zir every 2 weeks. The criteria for the distribution of ta’zir are 3 from the low, medium and heavy according to the mistakes that have been made. The procedure for giving ta’zir (1) is advised, (2) in ta’zir (3) to be called to Ndalem. The impact of the implementation of ta’zir is that there is a better change in the implementation of teaching and learning activities, obeying the rules, and discipline in worship activities to Allah SWT.


2015 ◽  
Vol 1 ◽  
pp. 33-37
Author(s):  
Amit Koirala ◽  
Gita Dhungana

This study “understanding technical instructor’s motivational practices in vocational training centre, Morang Nepal” tries to explore the motivational and demotivational factors among the technical instructors in vocational training centre, Morang, Nepal. As motivational factors plays an important role in carrying out teaching and learning activities this study tries to understand the key factors that enhance or hinder the technical instructors for teaching in vocational training centre and for carrying out qualitative research, researchers employed case study research design.DOI: http://dx.doi.org/10.3126/jtd.v1i0.13088 Journal of Training and Development Vol.1 2015: 33-37


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