scholarly journals Self and Peer Assessment and Dominance During Group Work Using Online Visual Tools

Seminar.net ◽  
2010 ◽  
Vol 6 (1) ◽  
Author(s):  
Ed Lester ◽  
Damian Schofield ◽  
Peter Chapman

An experiment undertaken with engineering undergraduate students at the University of Nottingham involved 26 groups of three being filmed during a study using a virtual-reality-based problem-solving exercise. After the exercise, each individual filled in a questionnaire relating to the exercise which allowed them to score themselves and their peers for contribution and overall grade. The comparing of video evidence with perceived contributions made it possible to observe patterns of behaviour based on temperament dominance. This ‘dominance’ was based on two simple parameters extracted from an electronic version of the Myers-Briggs test: first, the time taken to complete the study, called ‘decisiveness’, and secondly, the degree of Extroversion/Introversion. The more decisive subjects received higher marks from their peers, despite the absence of any video evidence that they had actually contributed more than their peers. The most dominant extroverts appear to ‘do more’ with respect to the physical operation of the mouse/keyboard and interaction with the visual simulation during the virtual-reality exercise. However, there was no link with these simple temperament measures with the degree of enjoyment of the tasks, which appeared to be highly consistent. The authors do not argue that visual-media tools, such as the virtual-reality environment described in this article, might offer solutions to problems associated with group work in engineering, but rather that information regarding the character traits of the participants may help to create more effective teams and to help understand the inter-personal dynamics within teams undertaking such tasks.

2007 ◽  
Vol 2 (2) ◽  
pp. 104
Author(s):  
Gale G. Hannigan

A review of: Levine-Clark, Michael. “Electronic Book Usage: A Survey at the University of Denver.” Portal: Libraries and the Academy 6.3 (Jul. 2006): 285-99. Abstract Objective – To determine if university library users are aware of electronic books, and how and why electronic books are used. Design – Survey. Setting – University of Denver. Subjects – Two thousand sixty-seven graduate and undergraduate students, faculty, and staff. Methods – In Spring 2005, the University of Denver faculty, and graduate and undergraduate students were invited to participate in a survey about awareness and use of electronic books. A link to the survey was also posted on the library’s home page and on the university’s Web portal. The 19-question survey consisted of 11 questions to get feedback about electronic books in general, five questions focused on netLibrary, and the remaining were demographic questions. Eligibility to win one of two university bookstore gift certificates provided incentive to complete the survey. Main results – Surveys were completed by 2,067 respondents, including undergraduate students (30.1%), graduate students (39.1%), faculty (12.5%), and staff (11.8%). Results were reported by question, broken out by status (undergraduate students, graduate students, faculty) and/or by discipline (Business, Humanities, Nontraditional, Professional, Sciences, Social Sciences), and presented in tables or in the text. In general, most respondents (59.1%) were aware that the library provides access to electronic books. The library catalog and professors were the main ways respondents learned about electronic books. Approximately half (51.3%) indicated they had used an electronic book. Of those who indicated that they used electronic books (1,061 respondents), most (72%) had used electronic books more than once. The main reasons mentioned for choosing to use an electronic book included: no print version available, working from home makes getting to the library difficult, and searching text in an electronic book is easier. When asked about typical use of electronic books, most respondents indicated they read only a part of an electronic book; only 7.1% of 1,148 respondents indicated they read the entire electronic book. In answer to a question about choosing the print or electronic version of the same book, 60.7% responded that they would always or usually use print, and 21.5% indicated they would always or usually use electronic. The amount of material to read, the need to refer to the material at a later time, and the desire to annotate or highlight text are all factors that influence whether users read electronic books on a computer or PDA, or print out the material. U.S. government publications and netLibrary were the electronic resources used the most by survey participants. Conclusion – The results of this survey suggest the need to market availability of the library’s electronic books. Problems associated with the use of electronic books are related to reading large amounts of text on a computer screen, but a reported benefit is that searching text in an electronic book is easier. Responses to the survey suggest that the use of electronic resources may not be generic, but rather depends on the type of resource (content) being used. The author notes that this finding should lead to further investigation of which items will be preferred and used in which format.


Author(s):  
Alexandra Lara Crosby ◽  
Adam C. Morgan

This chapter presents an intervention in Design Thinking, a first year interdisciplinary design subject at the University of Technology Sydney. Over two iterations of this subject, researchers reframed the ‘group work' component as critical collaboration, drawing from the momentum in the design professions for more participatory and collaborative processes and the increasing acknowledgement of design as being critical to sustainable human futures. The online self and peer assessment tool SPARKPlus was used to change the way students approached collaboration and then reflected on it following their experiences. In this model, self and peer assessment is used as a leaver to encourage critical thinking about collaboration, rather than as a hammer to enforce participation.


2020 ◽  
Vol 5 (2) ◽  
pp. 53-67
Author(s):  
Henry Rio Putranto

As there is a tendency to regard that a classroom without the label of cooperative learning is not a good one, recent instructional practices then often utilize group work to encourage students to gain knowledge from one another – to assist and to seek assistance from their peers in addition to from the classroom teacher. Classrooms have the typical characteristics of small groups. With the trend to incorporate cooperative learning in the classroom practices, this Positive Interdependence is undoubtedly to be imposed to obtain the beneficial outcomes of cooperative efforts.This research would like to employ a new model in group work presentation called A-aikem 3.  This A-aikem 3 model is an innovative group work presentation model which emphasizes on CL approach. This model can be used to strengthen positive interdependence, individual accountability, interpersonal and also group processing skill from students. Basically,A-aikem 3 model is one of many A-aikem models formulated and designed by Tamah and Prijambodo on their book.  The A-aikem 3 model developed based on three new insights that are (1) transition from individual (conventional) assessments to group assessment, (2) transition from individual assessment to peer assessment , and (3) transition from Individual assessment without discussion to a representative assessment with discussion. (Tamah & Prijambodo, 2015 in Tamah, 2017) Deriving from the title of this thesis and the background of the study, two relevant research questions are formulated as follows: How do the undergraduate students perceive A-aikem 3 model? What are the positive and negative feedbacks of A-aikem 3 model’? In relation to the research questions above, this study aims to investigate the student’s perspective towards A-aikem 3 model and also their feedback after experiencing A-aikem 3 model.


2011 ◽  
Vol 1 (1) ◽  
Author(s):  
Thomas DeFanti ◽  
Daniel Acevedo ◽  
Richard Ainsworth ◽  
Maxine Brown ◽  
Steven Cutchin ◽  
...  

AbstractThe CAVE, a walk-in virtual reality environment typically consisting of 4–6 3 m-by-3 m sides of a room made of rear-projected screens, was first conceived and built in 1991. In the nearly two decades since its conception, the supporting technology has improved so that current CAVEs are much brighter, at much higher resolution, and have dramatically improved graphics performance. However, rear-projection-based CAVEs typically must be housed in a 10 m-by-10 m-by-10 m room (allowing space behind the screen walls for the projectors), which limits their deployment to large spaces. The CAVE of the future will be made of tessellated panel displays, eliminating the projection distance, but the implementation of such displays is challenging. Early multi-tile, panel-based, virtual-reality displays have been designed, prototyped, and built for the King Abdullah University of Science and Technology (KAUST) in Saudi Arabia by researchers at the University of California, San Diego, and the University of Illinois at Chicago. New means of image generation and control are considered key contributions to the future viability of the CAVE as a virtual-reality device.


Author(s):  
K. P. Martinez ◽  
M. Z. G. Untalan ◽  
D. F. M. Burgos ◽  
R. V. Ramos ◽  
M. J. Q. Germentil

<p><strong>Abstract.</strong> Museums and exhibits are conventionally experienced first-hand through physical interaction with the display and features. Afar from these museums, photographs and videos provide a way to view these museums, but this is an experience far from the actual physical interaction. We study in this research how 3D modelling and photogrammetry can be used to create a virtual reality (VR) environment of a university museum named Bulwagan ng Dangal in the University of the Philippines-Diliman. The main software used were 3DF Zephyr for photogrammetric modelling and AutoDesk Maya for 3D modelling of the VR environment. Models were created based of photographs taken using a DSLR camera and mobile phones. Model validation results show 2.42% to 7.00% errors. The study suggests that photogrammetric methods can be used to create a VR environment of museums or similar indoor exhibits for the purpose of experience and effective visualization.</p>


2021 ◽  
pp. 1-10
Author(s):  
Rannveig Sigurvinsdottir ◽  
Karen Soring ◽  
Karen Kristinsdottir ◽  
Sveinn Gunnar Halfdanarson ◽  
Kamilla R. Johannsdottir ◽  
...  

Abstract According to cognitive theories of social anxiety, fear of negative evaluation (FNE) may be the mechanism whereby social anxiety induces distress. However, studying this can be challenging, as individuals with social anxiety may be reluctant to enter anxiety-provoking social situations, such as speaking in front of others. The present study used virtual reality (VR) to examine if giving a presentation in front of a virtual audience induced distress among undergraduate students and to test the hypothesis that FNE would mediate the relationship between social anxiety and distress. University students (N = 58, 70% female) entered a VR environment where they stood in front of a virtual audience and gave a short, impromptu presentation about their university. Participants also completed self-report measures of social anxiety, FNE, and distress (estimated before, during, and after VR). Distress and FNE had positive relationships with social anxiety and FNE fully mediated the relationship between social anxiety and distress. As far as we are aware, this is the first VR study to show this effect. The findings indicate that FNE could be a useful treatment target to reduce distress when presenting in front of an audience, either in VR or in person.


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


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