scholarly journals Design, Development, and Usability of a Virtual Environment on Moral, Social, and Emotional Leaning

Author(s):  
Samiullah Paracha ◽  
Lynne Hall ◽  
Kathy Clawson ◽  
Nicole Mitsche

Virtual environments have the potential to be an important teaching tool for emotionally sensitive issues capable of producing a sense of presence, perspective-taking and introspection in users in a risk-free, rapid feedback experience. In designing such experiences, it is essential that users are regularly engaged in a collaborative design process. However, engaging in design, development, and evaluation can in itself provide a learning experience. Here, the authors present an approach to engaging children in the design, development and evaluation of a virtual learning environment, specifically a serious game, focused on inculcating empathy, ethical reasoning, and reflection for coping with bullying. It was demonstrated that children's involvement not only contributed to an improved virtual environment, but significantly engaging in the design process provided children with a novel and effective learning opportunity.

Author(s):  
R. S. Kamath ◽  
R. K. Kamat

Throughout the progression of the pedagogy, educators are striving hard to bring up the systems centering on effective learning. This omnipresent trend has led to the ontogeny of innovative and culmination of many congregation technologies such as virtual reality (VR), artificial intelligence (AI), and natural language processing (NLP) ensuing as intelligent virtual learning environment (IVLE). Technology-enhanced encyclopedism can facilitate pupils with influential and high-quality learning experiences as compared to the traditional learning approach. This chapter portrays learning in intelligent virtual environment as an effective pedagogy approach. The pedagogic tool developed by the authors captures text written in English as an input and creates the envisioned virtual setting. The ability of natural language interface (NLI) for VR-based learning systems is the most significant attainment of the present work, which brings a novel perspective in the field pedagogy.


Author(s):  
Aftab Dean ◽  
Andy Lima

Over the last decade the adoption of a Virtual Learning Environment (VLE), at University, has become an accepted norm of support for student learning. However, despite the major investment in VLE’s there is a major disparity between what universities are offering, on their online platforms, and how this material and activities are being utilised by students. This research provides empirical evidence of the passive use, both by tutors and students, of the VLE. The literature provides evidence of the inertia that still exists, within Higher Education (HE), among tutors, to fully embrace the spectrum of VLE engagement tools. The lack of transition, among many tutors, to utilise the VLE as a pedagogical engagement tool continues to impact the expectations of fee paying students in the UK, who no longer expect that a Socratic dialogue will suffice to catalyse their intellectual curiosity. Today’s generation of students have been exposed to a plethora of technologies that facilitates the acquisition of instant information and often through a multitude of sensory (visual, audio) formats. Furthermore, with the growth of Massive Open Online Courses (MOOCS) that are freely available to students the expectations, of HE students, from universities is becoming more demanding. In light of this competitive virtual learning landscape the authors propose a learning framework. To enable universities to create a unique and effective learning experience, for their students, through prudent investment in VLE tools and a complimentary learning environments. Resulting in deeper learning and informed students prepared for seminars.


Author(s):  
Rajarathinam Arangarasan ◽  
Rajit Gadh

Abstract Shape modeling plays a vital role in the design process but often it is the most tedious task in the whole design cycle. In recent years the Computer Aided Design (CAD) industry has evolved through a number of advances and developments in design methodology. However, modeling in these CAD systems requires expertise and in-depth understanding of the modeling process, user interface and the CAD system itself, resulting in increased design cycle time. To overcome these problems a new methodology and a system called “Detailed Virtual Design System” (DVDS) has been developed for detailed shape modeling in a multi-modal, multi-sensory Virtual Environment (VE). This system provides an intuitive and natural way of designing using hand motions, gestures and voice commands. Due to the lack of effective collaborative design, visualization and analysis tools, designers spend a considerable amount of time and effort in the group discussion during design process. To enable multiple designers to effectively and efficiently collaborate in a design environment, framework of a collaborative virtual environment, called “Virtual Environment to Virtual Environment” (V2V), has been discussed. This framework allows same site and remote site multi-modal, multi-sensory immersive interface between designers.


2020 ◽  
Vol 11 (2) ◽  
pp. 46-54
Author(s):  
Rebekah Radtke ◽  
Eduardo Santillan-Jimenez ◽  
Margaret Mohr-Schroeder

University students, faculty, and staff from science, engineering, education, entrepreneurship, and design (SEE(E)D) backgrounds developed a video game to leverage outreach efforts promoting sustainability, science, technology, engineering, and mathematics ((S)STEM) to underserved students. This was accomplished by transforming a board game—previously developed and used to teach elementary students about complex and often misunderstood energy and sustainability issues—through a collaborative design process. The process of taking a tangible board game into the digital realm required significant design and pedagogical adaptations to maintain student learning outcomes and content delivery. Scientists, educators, and designers strengthened the graphical and pedagogical aspects of the game collaboratively to ultimately expand and deepen the energy literacy of elementary school students. This design case seeks to elucidate the multidisciplinary collaborative design process used by SEE(E)D faculty and researchers as well as students to redesign a board game into a didactic video game that is easier to both deploy and disseminate for the benefit of K-12 students and teachers.


2013 ◽  
Vol 371 ◽  
pp. 867-871 ◽  
Author(s):  
Stelian Cornel Florica ◽  
George Drăghici

Usually in the automotive industry, minimizing design development costs and optimizing the communication processes between project teams are the most important topics related to the collaborative design process. New and competitive product design process needs the support of different applications that can facilitate the collaborative design process between team members. This could be reached only by using innovative design methods supported by PLM solutions. This article propose a method for reducing the time to make and to implement a modification on technical documentation due to different positioning on geographical areas of project teams by using different collaborative tools, like: Windchill software, smart boards and videoconferencing system.


Author(s):  
Camilo POTOCNJAK-OXMAN

Stir was a crowd-voted grants platform aimed at supporting creative youth in the early stages of an entrepreneurial journey. Developed through an in-depth, collaborative design process, between 2015 and 2018 it received close to two hundred projects and distributed over fifty grants to emerging creatives and became one of the most impactful programs aimed at increasing entrepreneurial activity in Canberra, Australia. The following case study will provide an overview of the methodology and process used by the design team in conceiving and developing this platform, highlighting how the community’s interests and competencies were embedded in the project itself. The case provides insights for people leading collaborative design processes, with specific emphasis on some of the characteristics on programs targeting creative youth


2013 ◽  
Vol 712-715 ◽  
pp. 2888-2893
Author(s):  
Hai Qiang Liu ◽  
Ming Lv

In order to realize information sharing and interchange of complex product multidisciplinary collaborative design (MCD) design process and resources. The Process integrated system control of product multidisciplinary collaborative design was analyzed firstly in this paper, then design process of complex product for supporting multidisciplinary collaborative was introduced, a detailed description is given of the organization structure and modeling process of MCD-oriented Integration of Product Design Meta-model ; and concrete implement process of process integrated system control method was introduced to effectively realize information sharing and interchange between product design process and resources.


ReCALL ◽  
2012 ◽  
Vol 24 (1) ◽  
pp. 3-19 ◽  
Author(s):  
Jérôme Eneau ◽  
Christine Develotte

AbstractThis study concerns the development of autonomy in adult learners working on an online learning platform as part of a professional master's degree programme in “French as a Foreign Language”. Our goal was to identify the influence of reflective and collaborative dimensions on the construction of autonomy for online learners in this programme. The material used was 27 self-analysis papers in response to an assignment which asked students to review their distance learning experience (reflective dimension) and to highlight the role of others, if any, in their learning (collaborative dimension). In addition to these two major points, the analysis by category of the body of results shows principally that in qualitative terms, the factors of autonomisation for online learning are interconnected and include: the difficulties related to distance learning and the strategies that learners develop to face those difficulties, the importance of interpersonal relationships in social and emotional terms in overcoming those difficulties, the specific modes of sociability developed for distance learning and the related development of a new type of autonomy that is both individual and collective. The discussion examines the creation, over the course of time, of a new “distance learning culture” that is nonetheless never easy to create and share.


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