Maximizing Collaborative Learning and Work in Digital Libraries and Repositories

Author(s):  
Shalin Hai-Jew

Digital libraries and repositories aren’t often thought of as virtual learning environments. However, in function and designs, they are. A wide range of digital artifacts are archived on both private and public open-source digital libraries and repositories. There are digital collections of texts, maps, photos, sound files, geospatial resources, video, and 3D objects. There are repositories for particular fields of study as well as multi-discipline ones. These may be structured as ontologies or taxonomies in particular knowledge (or cross-discipline) domains. Recently, designers of digital libraries and repositories have been focusing more testing and design on making such spaces usable for collaborative learning and building networks of communities. This chapter will explore how to maximize collaborative learning and work in digital libraries and repositories by applying pedagogical strategies.

2016 ◽  
pp. 792-815
Author(s):  
Raymond Szmigiel ◽  
Doris Lee

Avatars are virtual agents or characters that graphically represent users within virtual environments. Avatars can be implemented in three-dimensional (3-D) virtual environments for training purposes. While there are promising findings indicating that avatars can enhance the learning experience, conclusive and generalized evaluations cannot be made at this time. The effectiveness of these virtual agents in a learning context remains an open question. The purpose of this chapter is to present background information on the definitions and use of avatars in e-based, virtual learning environments and to address the applicability of avatars to ubiquitous learning (u-learning). This chapter examines the available empirical research on the effectiveness of avatars in facilitating social interactivity, motivation, and collaborative learning in 3-D environments. Finally, this chapter provides suggestions for future studies on the design of avatars in both e- and u-learning.


Author(s):  
Robert J. McClelland

This work is concerned with the evolution of blended learning supports for university students in moving from early Virtual Learning Environment (VLE) platforms and supports that were designed and facilitated by academics to those platforms designed commercially (particularly Blackboard) and developed using a mixture of commercial, collaborative and e-learning supports. The chapter is an examination of a range of issues including production of learning resources and student learning approaches. It concludes by highlighting the importance of innovation and variety in the learning blend with increased reliance on digital collections and for learning approaches student experiences were evaluated as positive when undergoing problem-based approaches and were seen as stimulated to engage with e-learning materials based on the structure and operation of action learning sets.


2015 ◽  
pp. 392-406
Author(s):  
Apostolos Mavridis ◽  
Andreas Konstantinidis ◽  
Thrasyvoulos Tsiatsos

This chapter is an evaluation of the efficiency of 3D Collaborative Virtual Learning Environments to facilitate the implementation of collaborative learning activities. Firstly, there is a presentation of the state of the art regarding open source as well as proprietary platforms. Afterwards, the use of a case study reveals issues concerning the suitability of open source Collaborative Virtual Learning Environments, rationalizing the choice of executing a collaborative learning scenario in Second Life. The specific scenario is then presented culminating in evaluation results related to the appropriateness of Second Life with regards to its technical and pedagogical affordances. Finally, students' suggestions and reactions towards such a novel didactical approach are discussed.


Author(s):  
Apostolos Mavridis ◽  
Andreas Konstantinidis ◽  
Thrasyvoulos Tsiatsos

This chapter is an evaluation of the efficiency of 3D Collaborative Virtual Learning Environments to facilitate the implementation of collaborative learning activities. Firstly, there is a presentation of the state of the art regarding open source as well as proprietary platforms. Afterwards, the use of a case study reveals issues concerning the suitability of open source Collaborative Virtual Learning Environments, rationalizing the choice of executing a collaborative learning scenario in Second Life. The specific scenario is then presented culminating in evaluation results related to the appropriateness of Second Life with regards to its technical and pedagogical affordances. Finally, students' suggestions and reactions towards such a novel didactical approach are discussed.


2022 ◽  
Vol 23 (1) ◽  
pp. 113-130
Author(s):  
Carmen RICARDO BARRETO ◽  
Humberto LLINAS SOLANO ◽  
Antonio MEDINA RIVILLA ◽  
Maria Luz CACHEIRO GONZALEZ ◽  
Alexander VILLEGAS MENDOZA ◽  
...  

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