Design, Implementation, and Evaluation of Virtual Learning Environments
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Published By IGI Global

9781466617704, 9781466617711

Author(s):  
Sheila Webber

This article discusses activities carried out in the virtual world of Second Life (SL) as part of a compulsory class in the first year of an undergraduate programme. The paper identifies the contribution of SL to the students’ learning environment and an Inquiry Based Learning (IBL) approach to programme design. The reasons for taking an IBL approach are explained in relation to institutional and disciplinary goals. The paper reflects on the contribution of the three key learning environments—the classroom, WebCT and SL—to students’ learning. SL is evaluated in relation to a conceptual framework of IBL. It is concluded that SL has made a contribution to students’ achievement of learning outcomes from the class, and has facilitated the development of students’ inquiry skills. In conclusion, further avenues for developing research and teaching are identified.


Author(s):  
Douglas R. Danforth

One of the strengths of a virtual environment is the ability to immerse the occupant into an environment that would otherwise be impossible. The primary focus of the author’s project in Second Life is to take advantage of this opportunity to explore novel approaches to medical education. Second Life can be used to model doctor-patient interaction, clinical diagnosis skills, and three dimensional molecular and cellular modeling of objects from individual molecules to whole organ systems, both healthy and diseased. Using the powerful building and scripting tools of the Second Life platform, the author has created a model of the human testis that students can fly through and interact with to understand how the anatomy and physiology of the testis work together to regulate sperm production. The anatomical and physiological interactions occurring during these processes are described in accompanying audio and text. The development of educational tools within the Second Life context is in its infancy. As the technology matures, the opportunities for education within Second Life will continue to expand as an important adjunct to traditional pedagogical approaches.


Author(s):  
Mohamed Amine Chatti ◽  
Mohammad Ridwan Agustiawan ◽  
Matthias Jarke ◽  
Marcus Specht

Over the past decade, it has been argued that technology-enhanced learning (TEL) could respond to the needs of the new knowledge society and transform learning. However, despite isolated achievements, TEL has not succeeded in revolutionizing education and learning processes. Most current TEL initiatives still take a centralized technology-push approach in which learning content is pushed to a predefined group of learners in closed environments. A fundamental shift toward a more open and learner-pull model for learning is needed. Recently, the Personal Learning Environment (PLE) concept has emerged to open new doors for more effective learning and overcome many of the limitations of traditional TEL models. In this paper, the authors present theoretical, design, implementation, and evaluation details of PLEF, a framework for mashup personal learning environments. The primary aim of PLEF is to help learners create custom learning mashups using a wide variety of digital media and data.


Author(s):  
Niall Sclater

Elearning has grown rapidly in importance for institutions and has been largely facilitated through the “walled garden” of the virtual learning environment. Meanwhile many students are creating their own personal learning environments by combining the various Web 2.0 services they find most useful. Cloud computing offers new opportunities for institutions to provide dynamic and up-to-date Internet-based, e-learning applications while ensuring high levels of service, and compliance with institutional policies and legislation. The cloud is rapidly evolving in its architecture, the services offered and the logistics of deployment. It brings with it risks but also possibilities for learners and for educational institutions to reduce costs and enhance services. It is likely to severely disrupt the business model developed by existing vendors of VLEs who provide an integrated suite of e-learning tools, installed and maintained by the institution’s IT services department.


Author(s):  
Lorri Mon

Education within Second Life frequently recapitulates the “sage on the stage” as students sit their avatars down in chairs in the virtual world and listen to or read an instructor’s lecture while watching a slideshow. This conceptual article explores alternative active learning techniques supporting independent and collaborative learning within virtual worlds. Within Second Life, educators can utilize a variety of scripted tools and objects as well as techniques of building and terra-forming to create vibrant virtual personal learning environments and learning experiences that are engaging and responsive to individual learners. Issues of embodiment in an avatar are discussed in terms of social presence, and student learning styles are considered as well as approaches to problem-based learning, games, role play, and immersive virtual world environments.


Author(s):  
Riley Triggs ◽  
Leslie Jarmon ◽  
Tracy A. Villareal

Virtual environments can resolve many practical and pedagogical challenges within higher education. Economic considerations, accessibility issues, and safety concerns can all be somewhat alleviated by creating learning activities in a virtual space. Because of the removal of real-world physical limitations like gravity, durability and scope, virtual space allows for an expansion of possibilities and approaches to knowledge transfer and discovery learning and becomes an “environment for information” rich with collaborative possibilities. Experimentation and participation in conceptual as well as applied projects is encouraged for both students and instructors. One of these virtual environments, Second Life, was used in a cross-disciplinary project for the creation of a Marine Science virtual class environment as an assignment for design students at a major southwestern research university in the United States. This paper reports on the findings from a project that utilized Second Life as a medium for enhancing and extending design education using a process of interdisciplinary collaboration.


Author(s):  
Bolanle A. Olaniran

The semantic web describes the process whereby information content is made available for machine consumption. With increased reliance on information communication technologies, the semantic web promises effective and efficient information acquisition and dissemination of products and services in the global economy, in particular, e-learning. Despite the semantic web’s promises, certain challenges face the realization of these goals. In this paper, the author addresses key challenges, including technological and socio-cultural issues, in addition to discussing specific implications relating to the direction of the semantic web.


Author(s):  
Kelly Black

This paper examines the use of the 3-D virtual world Second Life to explore basic mechanics in physics. In Second Life, students can create scripts that take advantage of a virtual physics engine in order to conduct experiments that focus on specific phenomena. The paper explores two particular examples of this process: 1) the movement of an object under the influence of gravity, and 2) the movement of an object using simple forces. Findings suggest that Second Life offers a flexible and wide range of possibilities for simulations in mechanics; paradoxically, however, the environment also presents challenges for effective use by instructors and learners. Any implementation making use of the Second Life application requires technical knowledge of the system and a wide range of pedagogical and learner skills related to building, scripting, and educational design.


Author(s):  
Hagit Meishar-Tal ◽  
Mat Schencks

This paper discusses the pedagogical and technological aspects of assessing wiki-based collaborative learning activities. The first part of the paper presents a general framework of collaborative learning assessment. The framework is based on four aspects of assessment, characterized by four questions: who, what, how and by whom. The second part of the paper concentrates on the analysis of the applicability of the assessment framework in wikis. A systematic analysis of MediaWiki’s reports is conducted in order to discuss the requisite information required for a well-balanced and effective assessment process. Finally, a few suggestions are raised for further improvements of the wiki’s reports.


Author(s):  
Ifeyinwa E. Achumba ◽  
Djamel Azzi ◽  
James Stocker

The laboratory component of undergraduate engineering education poses challenges in resource constrained engineering faculties. The cost, time, space and physical presence requirements of the traditional (real) laboratory approach are the contributory factors. These resource constraints may mitigate the acquisition of meaningful laboratory experiences by students, which is especially true in developing countries. Virtual laboratories can be used to complement the traditional laboratory to enhance students’ laboratory experience. In extreme cases of lack of resources, the virtual lab can be used as an alternative laboratory . Although some research on the implementation of virtual laboratories has occurred, more efforts are required because of the diverse experiential needs and requirements of the engineering curriculum. This paper presents a low-cost, web-based virtual laboratory workbench for use as part of undergraduate electronic engineering courses. Some distinguishing features of the virtual workbench are that students can undertake curriculum-based laboratory activities in a realistic manner; it integrates a Bayesian Network-based assessment structure for the assessment of students’ performance; and it affords the instructor flexibility in designing laboratory exercises.


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