Nonverbal Communication as a Means to Support Collaborative Interaction Assessment in 3D Virtual Environments for Learning

Author(s):  
Adriana Peña Pérez Negrón ◽  
Angélica de Antonio Jiménez

In the classrooms at school, when a group of students is working in a predetermined task, the teacher or the tutor identifies some problems related to collaboration by observing the students’ behavior. While interacting, people interchange messages composed of speech, actions and gestures, as the wordless messages emphasize, support or even substitute speech. In 3D collaborative virtual environments (CVE), the user’s graphical representation, an avatar, is the means to express this nonverbal communication (NVC). The authors’ proposal is that, like in a real learning scenario, by the observation of specific NVC cues, indicators of collaborative interaction can be inferred to an extent that they can be used to foster collaboration, if necessary, in a learning task situation. The various NVC cues that have been selected for that purpose and their corresponding collaborative learning interaction indicators will be presented. An exploratory study that consisted in the analysis of a real life situation during a collaborative task accomplishment, directed to the development of an experimental 3D CVE desktop application that allows avatars’ display of NVC cues, will be discussed.

2003 ◽  
Author(s):  
Carlo Galimberti ◽  
Gloria Belloni ◽  
Maddalena Grassi ◽  
Alberto Cattaneo ◽  
Valentina Manias ◽  
...  

2012 ◽  
Vol 21 (1) ◽  
pp. 58-68 ◽  
Author(s):  
Sergio Moya ◽  
Dani Tost ◽  
Sergi Grau

We describe a graphical narrative editor that we have developed for the design of serious games for cognitive neurorehabilitation. The system is addressed to neuropsychologists. It is aimed at providing them an easy, user-friendly, and fast way of specifying the therapeutical contents of the rehabilitation tasks that constitute the serious games. The editor takes as input a description of the virtual task environment and the actions allowed inside. Therapists use it to describe the actions that they expect patients to do in order to fulfill the goals of the task and the behavior of the game if patients do not reach their goals. The output of the system is a complete description of the task logic. We have designed a 3D game platform that provides to the editor a description the 3D virtual environments, and that translates the task description created in the editor into the task logic. The main advantage of the system is that it is fully automatic, it allows therapists to interactively design the tasks and immediately validate them by realizing it virtually. We describe the design of the two applications and present the results of system testing.


1993 ◽  
Vol 41 (1) ◽  
pp. 15-18 ◽  
Author(s):  
Carolyn Greig ◽  
Felicity Butler ◽  
Dawn Skelton ◽  
Siti Mahmud ◽  
Archie Young

2014 ◽  
Vol 26 (10) ◽  
pp. 620-627 ◽  
Author(s):  
Nelly Layoun ◽  
Nadine Saleh ◽  
Bernadette Barbour ◽  
Sanaa Awada ◽  
Samar Rachidi ◽  
...  

Author(s):  
Solange Wagner Locatelli ◽  
Bette Davidowitz

The objective of this work was to evaluate the implementation of a metavisual strategy for students to revise and self-regulate concepts arising in a study of a chemical reaction between ions. For this purpose, two chemistry education undergraduate students at a Brazilian public university carried out an investigative activity, involving metavisual steps, to revise explanatory models at the submicro level. Students were given a problem, namely a reaction between ions drawn from a real-life situation and were provided with clay to construct an explanatory model of the submicro level for the initial and final stages of the reaction. The students were asked to compare their clay model with an example of a scientifically correct figure of the submicro level of the reaction generated by the researchers. At this stage students were given the option to reconstruct their model. Data were captured via photographs of the clay models and students’ verbal discussions as they proceeded through the activity. The findings reveal evidence of self-regulation of mental models at the submicro level, from the interaction of prior knowledge, chemical diagrams and discussions and reflections by the pair of students. Difficulties regarding chemical formulae were also observed in relation to the symbolic level. Finally, there are implications for teaching chemistry, since teachers in training need to experience metavisual strategies for future application in their classrooms.


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