Cases on Collaboration in Virtual Learning Environments
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Published By IGI Global

9781605668789, 9781605668796

Author(s):  
Donald N. Philip

Teachers using online learning environments have found that traditional classroom control techniques do not work when applied online. Instead, other approaches need to be used. This chapter introduces the concept of knowledge-building as an approach that is effective in online learning, and the concept of protocological control as a means of controlling the communications networks that evolve during the learning process. Data from a study involving students in a gr. 5/6 hybrid (online and face-to-face) class are used to illustrate how the teacher controls the learning process when the students all work independently of each other. The use of social network analysis as a tool for visualizing the communications networks that form is demonstrated.


Author(s):  
Anthony R. Dickinson ◽  
Diane Hui

Whether online edutainment gaming can enhance intelligence, student learning, or scholastic performance remains hotly debated in education research circles. In response to this academic issue, and in order to address a number of educational policy questions asked of the authors by several government organisations, the authors have developed the online e@Leader edutainment gaming platform as a solution. Their e@Leader program is the first comprehensive ‘learning by gaming’ system to also be designed according to the findings of advanced machine learning and cognitive developmental neuroscience research. In 2008, the first empirical evidence was generated with its use, and together with its built-in assessment system, integrated into the school curriculum. Beyond this existence proof of concept, and practical program application for educational use, results of beta-testing with the e@Leader system across primary schools in two countries support the claim for tutored online educational gaming in enhancing intelligence, active student learning, and scholastic performances in English and math.


Author(s):  
Patrick Connolly ◽  
Donna Russell

This case is a narrative of the design, review, revision and implementation of an online training program for insurance brokers. The goal of the online training program is to develop advanced problem-solving knowledge and skills including communication abilities in trainees. The case is narrated from the perspective of the training manager with the reviewer’s comments included during the review cycle of implementation. The evaluative review is completed using cultural historical activity theory to identify contradictions in the training process. The purpose of the case is to identify the development of advanced knowledge and skills resulting from the online training program. The results of implementing an online training program include 1) reduction in turnover, 2) cost savings and 3) training benefits for the regional branch offices and the trainees.


Author(s):  
Susan Toth-Cohen ◽  
Pamela R. Mitchell

The increasing complexity of health service delivery, along with rapid growth of the older population, increased survival of premature births and serious accidents, and retirement of baby boomer healthcare workers have created a critical need for health care professionals who can function as team members and leaders who collaborate to deliver effective, individualized care. Yet, while collaboration between disciplines is considered an ideal, many barriers impede its implementation, including geographic isolation and limited information exchange opportunities (Kilgo & Bruder, 1997). As a result, students in health disciplines frequently are educated without exposure to the professionals with whom they will work when entering the workforce. The need for interprofessional education was highlighted by concerns noted by the Committee on the Health Professional Education Summit for the Board of Health Care Services of the Institute of Medicine in 2003, that reported a major disconnect between the isolated professional education approach in health care and increasing expectations for interdisciplinary team-based care. The Center for the Advancement of Interprofessional Education indicates that benefits of such an educational approach can cultivate closer collaboration between professions, organizations and service users, which can improve quality of care (Center for the Advancement of Interprofessional Education, 2002). The ability of health-related programs to implement interprofessional project-based learning is often hampered by distance, time and programmatic constraints. Virtual worlds such as Second Life can help address these constraints. Virtual worlds like Second Life® (SL) provide unique venues for fostering collaboration by closing the gaps created by distance and lack of information exchange. In this chapter, the authors describe the process of collaboration by occupational therapy (OT) and speech-language pathology (SLP) students and faculty in developing an educational event in the virtual environment of SL. The event planning and implementation provide an example of project-based learning (Donnelly & Fitzmaurice, 2005) and interdisciplinary community-building that provides insights and “lessons learned” with application to future project development in virtual worlds. The authors discuss the applications of project-based learning for interdisciplinary team building, describe student and faculty roles and specific steps in planning, management, and production of an event for current and prospective OT and SLP students, and analyze challenges and supports in project implementation


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.


Author(s):  
R.S. Talab ◽  
Hope R. Botterbusch

As a growing number of faculty use SL as a teaching platform, outside of anecdotal articles and the legal literature, no research exists on the many legal and ethical issues that affect course development. Ethical issues include abuse (“griefing”) nudity and lewd behavior, and false/misleading identities. Legal issues include creation and use of copyrighted and trademarked items, faculty intellectual property rights in objects and course content, and criminal behavior. Following the experiences of the instructor and 5 students, their 12-week journey is documented through interviews, journals, weekly course activities, SL class dialogs, and in-world assignments. Additionally, 5 faculty and staff experts who teach or train in SL at this university were interviewed and consulted, as well. This study provides insight for designing courses that foster exploration of rich learning opportunities outside a traditional classroom-both real and virtual.


Author(s):  
Leonard Shedletsky

This chapter explores the question: does online discussion produce critical thinking? It presents a selective review of the literature concerned with critical thinking and/or interaction during online discussion. It presents an experimental study of the effects of instructional media and instructional methods on critical thinking. The study tests the influence on critical thinking of online vs. face-to-face discussion, individual vs. group consensus in summarizing discussion, and discussion of examples of concepts vs. discussion of more abstract analysis. The purpose for reviewing the literature and carrying out the study is to increase awareness of variables that may influence the quality of discussion.


Author(s):  
Steven Warburton ◽  
Margarita Pérez García

This chapter describes an exploratory study in the use of the virtual world Second Life as an innovative space for situating collaborative activity in the field of art and design. The authors identify eight key affordances of Second Life for learning and teaching and elaborate the educational approach based on group orientated design briefs, carried out over a three-week period by the students. The results of the study reveal both the negative and positive aspects of using Second Life as an educational space. These range from access difficulties and the steep learning curve in becoming familiar with the technology, to the expansive social and creative freedoms that the world allows. The conclusions draw together an analysis of the emerging themes and present a set of ten good practices for developing and running successful collaborative activities inside virtual worlds.


Author(s):  
Rebecca E. Lee ◽  
Charles S. Layne ◽  
Brian K. McFarlin ◽  
Daniel O’Connor ◽  
Sameer Siddiqi

In industrialized societies, between 50% and 75% of the population weigh in at overweight or obese health status (Low, Chew Chin, Deurenberg, 2009; Ogden, 2007). Ecologic models posit that heath behavior and outcomes are related to the environmental settings in which humans live, work and play; if environmental settings are not supportive, then poor health results. (Spence & Lee, 2003) Second Life is an interactive virtual world that is global, an ideal setting to reach international audiences who are real life residents of industrialized communities at high risk for obesity. Second Life provides a unique opportunity to increase knowledge, social support and behavioral skills necessary to reduce or prevent obesity with much broader reach than traditional face to face intervention strategies. Health behavior change interventions have had success in real life by exposing participants to interventions in virtual worlds, suggesting that information and skills learned in virtual worlds may translate to real life (Anderson, Rothbaum, Hodges, 2000). The International Health Challenge in Second Life began with the goal of extending the real life mission, goals and activities of the Texas Obesity Research Center of the University of Houston into Second Life. What emerged was a fun, exciting, interactive, multicultural, multilingual, theoretically grounded, virtual setting where resident avatars of Second Life learned about healthful living, met others like them, and had virtual experiences that in turn contributed to real life health improvement. This chapter investigates the utility of applying the ecologic model of health to virtual worlds to reduce the public health burden of obesity, with the case example of the International Health Challenge.


Author(s):  
James Laffey ◽  
Matthew Schmidt ◽  
Janine Stichter ◽  
Carla Schmidt ◽  
Danielle Oprean

The purpose of the iSocial project is to support the development and practice of social competence for individuals with Autism Spectrum Disorders (ASD) through a social-skills curriculum and online social interaction delivered via a 3D virtual learning environment (3D-VLE). This chapter describes the background and rationale for developing iSocial, gives an overview of the system, and reports some of the results from a field test of a partial system implementation. The field test provides lessons about the initial system design and recognition of challenges to be faced. The key challenges include (1) finding best approaches for adapting effective teaching approaches to a 3D-VLE, (2) supporting online social interaction for a target population challenged to be social, and (3) amplifying the engagement of youth in support of achieving desired learning outcomes.


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