Virtual Learning Environments. The oLTECx

Author(s):  
Adriana D’Alba ◽  
Anjum Najmi ◽  
Jonathan Gratch ◽  
Chris Bigenho

The rapid development in new technologies and media and widespread access to the Internet is changing how people teach and learn. Recognizing the potential of technology, schools and universities are placing more content online from fully deliverable courses to course catalogs, course registration, and college admissions. People are able to gain access to a multitude of information with one click. Online learning environments range from authentic, real-time environments to simulations, as well as 2D and 3D virtual environments. This paper explores the use of a 2-dimensional, narrative-based, virtual learning environment (VLE) created by doctoral students to orient potential students to their university departments’ degree programs, faculty, and course offerings. After exploring the environment, participants were surveyed about their experiences. Findings include validation of the instrument, possible correlations relating to learning through games, engagement, and game design. Emerging themes and suggestions for future research are presented in this paper.

Author(s):  
Adriana D’Alba ◽  
Anjum Najmi ◽  
Jonathan Gratch ◽  
Chris Bigenho

The rapid development in new technologies and media and widespread access to the Internet is changing how people teach and learn. Recognizing the potential of technology, schools and universities are placing more content online from fully deliverable courses to course catalogs, course registration, and college admissions. People are able to gain access to a multitude of information with one click. Online learning environments range from authentic, real-time environments to simulations, as well as 2D and 3D virtual environments. This paper explores the use of a 2-dimensional, narrative-based, virtual learning environment (VLE) created by doctoral students to orient potential students to their university departments’ degree programs, faculty, and course offerings. After exploring the environment, participants were surveyed about their experiences. Findings include validation of the instrument, possible correlations relating to learning through games, engagement, and game design. Emerging themes and suggestions for future research are presented in this paper.


Author(s):  
Rosy Jan

A Virtual Learning Environment (VLE) is a software system designed to facilitate teachers in the management of educational courses. The system can often track the learners' progress, which can be monitored by both teachers and learners. While often thought of as primarily tools for distance education, they are most often used to supplement the face-to-face classroom as well as blended learning. Plethora of research conducted on VLEs has reported positive impacts from various contexts. Keeping in view the benefits, the work has been initiated to review concept, features and issues of virtual learning environments. Some of the most used OSS VLEs are discussed. Further it determines the suitability of a VLE for higher education. The chapter also explore and identify the recent contributions to the concept by analyzing ongoing virtual learning initiatives and projects by different organizations and information centres to stimulate future Research and development trend in the field.


Author(s):  
Joseph Onibokun ◽  
Paul van Schaik

With over 800 million users worldwide, the global importance of Facebook as a social-networking platform is beyond doubt. This popularity, particularly among university-students, has encouraged research to explore ways in which social networking can be adapted into virtual learning environments. In particular, this study uses the think-aloud technique to explore university-students’ use of and interaction with Facebook. Twenty-six Teesside University students who were also Facebook users took part in a think-aloud study. Seven major categories of experience emerged during the coding and categorisation process of the think-aloud data. Further analysis revealed that six fundamental psychological needs were each related to particular themes of user-experience. Overall, the results demonstrate that psychological needs are particular qualities of students’ experience that are important in online social networking. Future research should investigate psychological needs in the context of virtual learning environments and ways in which these needs can be best supported for learning.


Author(s):  
Rosy Jan

A Virtual Learning Environment (VLE) is a software system designed to facilitate teachers in the management of educational courses. The system can often track the learners' progress, which can be monitored by both teachers and learners. While often thought of as primarily tools for distance education, they are most often used to supplement the face-to-face classroom as well as blended learning. Plethora of research conducted on VLEs has reported positive impacts from various contexts. Keeping in view the benefits, the work has been initiated to review concept, features and issues of virtual learning environments. Some of the most used OSS VLEs are discussed. Further it determines the suitability of a VLE for higher education. The chapter also explore and identify the recent contributions to the concept by analyzing ongoing virtual learning initiatives and projects by different organizations and information centres to stimulate future Research and development trend in the field.


Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 1043
Author(s):  
Abdallah A. Smadi ◽  
Babatunde Tobi Ajao ◽  
Brian K. Johnson ◽  
Hangtian Lei ◽  
Yacine Chakhchoukh ◽  
...  

The integration of improved control techniques with advanced information technologies enables the rapid development of smart grids. The necessity of having an efficient, reliable, and flexible communication infrastructure is achieved by enabling real-time data exchange between numerous intelligent and traditional electrical grid elements. The performance and efficiency of the power grid are enhanced with the incorporation of communication networks, intelligent automation, advanced sensors, and information technologies. Although smart grid technologies bring about valuable economic, social, and environmental benefits, testing the combination of heterogeneous and co-existing Cyber-Physical-Smart Grids (CP-SGs) with conventional technologies presents many challenges. The examination for both hardware and software components of the Smart Grid (SG) system is essential prior to the deployment in real-time systems. This can take place by developing a prototype to mimic the real operational circumstances with adequate configurations and precision. Therefore, it is essential to summarize state-of-the-art technologies of industrial control system testbeds and evaluate new technologies and vulnerabilities with the motivation of stimulating discoveries and designs. In this paper, a comprehensive review of the advancement of CP-SGs with their corresponding testbeds including diverse testing paradigms has been performed. In particular, we broadly discuss CP-SG testbed architectures along with the associated functions and main vulnerabilities. The testbed requirements, constraints, and applications are also discussed. Finally, the trends and future research directions are highlighted and specified.


10.28945/4455 ◽  
2019 ◽  
Vol 18 ◽  
pp. 481-507 ◽  
Author(s):  
Yusep Rosmansyah ◽  
Mohamad Achiruzaman ◽  
Ariq Bani Hardi

Aim/Purpose: This research proposed a 3D multiuser virtual learning environment (3DMUVLE) educational game design framework by combining ATMSG, ADDIE, E-Simulation, and 3D Open Simulator Technology Architecture. This paper focused on a case study of online training for food crops productivity data surveys. Background: The conventional online training still lacks engagement, immersion, and curiosity aspects, which decreases learners’ learning seriousness because the instructors and participants do not meet directly. Integration of 3DMUVLE and gamification in online training has a good potential to tackle the issue. Methodology: This research applied the Design Research Method (DRM) to propose a 3DMUVLE educational game design framework. The proposed framework was applied in training that involved 30 participants (first group), and the result was compared with that of 30 other participants (second group) who studied using the conventional method, which was an e-book and web-based learning. Authors compared the perceived usefulness and heightened enjoyment in using the proposed 3DMUVLE using linear regression analysis on HMSAM model. Contribution: Through statistical tests on the case study data, this research indicated that the 3DMUVLE resulted in better knowledge gain. Findings: Some important findings in this paper include (1) the development steps of a 3DMUVLE educational game design framework for online training of food crops productivity data survey; (2) statistical analysis result that the proposed 3DMUVLE lead to better knowledge gain, enjoyment, curiosity, immersion, and usefulness aspects; (3) the statistical analytic also showed that enjoyment and perceived of usefulness factors represented the strongest variables that influenced behavioral intention to use. Recommendations for Practitioners: The 3DMUVLE is suggested to produce better knowledge gain, yet it still has to be proven further through similar statistical analysis in real field survey scenarios. Recommendation for Researchers: The proposed 3DMUVLE can be adapted to other domains. Pleasing features in the game can be improved, such as quality of instruction in the simulation, in the hope that these will increase engagement and knowledge gain. Voice communication among users and instructors to improve interactivity may also be introduced. Impact on Society: 3DMUVLE potentially offers better knowledge gain that can be applied in various fields of online training. Future Research: An immediate future research includes a development targeted for smartphone platform, in Virtual Reality (VR) or non-VR mode. VR improves immersion aspect further but is more complicated to perform. Smartphone is relatively cheaper than a computer and more accessible by more people. Training using a smartphone-based 3DMUVLE can be carried out in wider scenarios.


Author(s):  
Ramazan Zengin

The recent developments in educational technologies have given opportunity to the use of various Internet-based resources, apps and Interactive Multimedia Software. This variety has provided freedom for foreign language learners to reach multiple sources of technology. The immersive nature of 3-D virtual learning environments such as the Second Life may provide many new opportunities for authentic communication, cooperative creation of content, and multiple modes of information processing in the context of foreign language learning. This chapter will discuss how these new technologies can be used in language classrooms to improve students' listening skill which is important for effective communication. In the digital age, new technologies are repositioning listening as an important ‘new' literacy where new resources can be used to provide a better learning-teaching context. Today's young people known as “digital natives” are born into a digital world, and they spend hours in front of their digital devices.


Author(s):  
Paulo Alves ◽  
Luisa Miranda ◽  
Carlos Morais

This chapter focuses on the concept of virtual learning environment (VLE), its characteristics and potentialities. We present the results of a research work conducted with a sample of 347 undergraduates from a Portuguese public higher education institution. The research addressed the issue regarding the use of virtual learning environments within the higher education context and had the following aims: identify the VLE access frequency; assess the influence of users' computer skills on the VLE access frequency; and assess the importance and impact that students consider the VLE to have on supporting the course units they attend. In the light of the results obtained and considering the VLE used in the sample institution, we highlight that the majority of students accesses the VLE on a daily basis, no significant differences were found regarding VLE access according to users' computer skills, and the most valued aspects of the VLE were: checking exam results and receiving teachers' messages or notices.


Author(s):  
Nicoletta Adamo-Villani ◽  
Hazar Dib

This article is an overview of online virtual learning environments for discovery learning. The paper defines Virtual Learning Environments and discusses literature findings on the benefits of using web-based VEs for self-directed learning. It gives an overview of the latest technologies/platforms used to develop online VEs, discusses development and delivery challenges posed by complex, information-rich web-based 3D environments, and describes possible solutions that can be adopted to overcome current limitations. The paper also presents and discusses two 3D web-deliverable virtual learning environments that were recently developed by the authors: the “Virtual Tour of the Muscatatuck State Hospital Historic District (MSHHD)” and the “VELS: Virtual Environment for Learning Surveying”. The “Interactive 3D Tour of MSHHD” is a web-based digital heritage application that uses Virtual Reality as a tool to document and preserve historic sites and educate the public about them; the “VELS” is an online virtual learning environment whose objective is to help undergraduate students learn surveying concepts and practices.


2011 ◽  
Vol 2011 ◽  
pp. 1-6 ◽  
Author(s):  
Jan-Maarten Luursema ◽  
Willem B. Verwey

Virtual Learning Environments are increasingly becoming part of the medical curriculum. In a previous study we (luursema et al., 2006) found that a combination of computer-implementedstereopsis(visual depth through seeing with both eyes) anddynamic exploration(being able to continuously change one's viewpoint relative to the studied objects in real time) is beneficial to anatomical learning, especially for subjects of lowvisuo spatial ability(the ability to form, retrieve, and manipulate mental representations of a visuo-spatial nature). A follow-up study (luursema et al., 2008) found the contribution of computer-implemented stereopsis to this effect to be small but significant. The present experiment investigated the contribution of dynamic exploration to anatomical learning by means of a virtual learning environment. Seventy participants were tested for visuo-spatial ability and were grouped in pairs matched for this ability. One individual of the pair actively manipulated a 3D reconstruction of the human abdomen; the other individual passively watched the interactions of the first individual on a separate screen. Learning was assessed by two anatomical learning tests. Dynamic exploration provided a small but significant benefit to anatomical learning.


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