Sample records for collaborative virtual learning

  1. Virtual collaboration in the online educational setting: a concept analysis.

    PubMed

    Breen, Henny

    2013-01-01

    This study was designed to explore the concept of virtual collaboration within the context of an online learning environment in an academic setting. Rodgers' method of evolutionary concept analysis was used to provide a contextual view of the concept to identify attributes, antecedents, and consequences of virtual collaboration. Commonly used terms to describe virtual collaboration are collaborative and cooperative learning, group work, group interaction, group learning, and teamwork. A constructivist pedagogy, group-based process with a shared purpose, support, and web-based technology is required for virtual collaboration to take place. Consequences of virtual collaboration are higher order thinking and learning to work with others. A comprehensive definition of virtual collaboration is offered as an outcome of this analysis. Clarification of virtual collaboration prior to using it as a pedagogical tool in the online learning environment will enhance nursing education with the changes in nursing curriculum being implemented today. Further research is recommended to describe the developmental stages of the collaborative process among nursing students in online education and how virtual collaboration facilitates collaboration in practice. © 2013 Wiley Periodicals, Inc.

  2. Case-Based Learning in Virtual Groups--Collaborative Problem Solving Activities and Learning Outcomes in a Virtual Professional Training Course

    ERIC Educational Resources Information Center

    Kopp, Birgitta; Hasenbein, Melanie; Mandl, Heinz

    2014-01-01

    This article analyzes the collaborative problem solving activities and learning outcomes of five groups that worked on two different complex cases in a virtual professional training course. In this asynchronous virtual learning environment, all knowledge management content was delivered virtually and collaboration took place through forums. To…

  3. Effectiveness of Collaborative Learning with 3D Virtual Worlds

    ERIC Educational Resources Information Center

    Cho, Young Hoan; Lim, Kenneth Y. T.

    2017-01-01

    Virtual worlds have affordances to enhance collaborative learning in authentic contexts. Despite the potential of collaborative learning with a virtual world, few studies investigated whether it is more effective in student achievements than teacher-directed instruction. This study investigated the effectiveness of collaborative problem solving…

  4. The Informal Workplace Learning Experiences of Virtual Team Members: A Look at the Role of Collaborative Technologies

    ERIC Educational Resources Information Center

    Jones, Frankie S.

    2007-01-01

    This qualitative study explored how collaborative technologies influence the informal learning experiences of virtual team members. Inputs revealed as critical to virtual informal learning were integrated, collaborative technological systems; positive relationships and trust; and organizational support and virtual team management. These inputs…

  5. Virtual Learning Spaces in the Web: An Agent-Based Architecture of Personalized Collaborative Learning Environment.

    ERIC Educational Resources Information Center

    Nunez Esquer, Gustavo; Sheremetov, Leonid

    This paper reports on the results and future research work within the paradigm of Configurable Collaborative Distance Learning, called Espacios Virtuales de Apredizaje (EVA). The paper focuses on: (1) description of the main concepts, including virtual learning spaces for knowledge, collaboration, consulting, and experimentation, a…

  6. Improving Virtual Collaborative Learning through Canonical Action Research

    ERIC Educational Resources Information Center

    Weber, Peter; Lehr, Christian; Gersch, Martin

    2014-01-01

    Virtual collaboration continues to gain in significance and is attracting attention also as virtual collaborative learning (VCL) in education. This paper addresses aspects of VCL that we identified as critical in a series of courses named "Net Economy": (1) technical infrastructure, (2) motivation and collaboration, and (3) assessment…

  7. Development of collaborative-creative learning model using virtual laboratory media for instrumental analytical chemistry lectures

    NASA Astrophysics Data System (ADS)

    Zurweni, Wibawa, Basuki; Erwin, Tuti Nurian

    2017-08-01

    The framework for teaching and learning in the 21st century was prepared with 4Cs criteria. Learning providing opportunity for the development of students' optimal creative skills is by implementing collaborative learning. Learners are challenged to be able to compete, work independently to bring either individual or group excellence and master the learning material. Virtual laboratory is used for the media of Instrumental Analytical Chemistry (Vis, UV-Vis-AAS etc) lectures through simulations computer application and used as a substitution for the laboratory if the equipment and instruments are not available. This research aims to design and develop collaborative-creative learning model using virtual laboratory media for Instrumental Analytical Chemistry lectures, to know the effectiveness of this design model adapting the Dick & Carey's model and Hannafin & Peck's model. The development steps of this model are: needs analyze, design collaborative-creative learning, virtual laboratory media using macromedia flash, formative evaluation and test of learning model effectiveness. While, the development stages of collaborative-creative learning model are: apperception, exploration, collaboration, creation, evaluation, feedback. Development of collaborative-creative learning model using virtual laboratory media can be used to improve the quality learning in the classroom, overcome the limitation of lab instruments for the real instrumental analysis. Formative test results show that the Collaborative-Creative Learning Model developed meets the requirements. The effectiveness test of students' pretest and posttest proves significant at 95% confidence level, t-test higher than t-table. It can be concluded that this learning model is effective to use for Instrumental Analytical Chemistry lectures.

  8. Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments

    ERIC Educational Resources Information Center

    Panconesi, Gianni, Ed.; Guida, Maria, Ed.

    2017-01-01

    Modern technology has enhanced many aspects of life, including classroom education. By offering virtual learning experiences, educational systems can become more efficient and effective at teaching the student population. The "Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments" highlights program…

  9. The Proposed Model of Collaborative Virtual Learning Environment for Introductory Programming Course

    ERIC Educational Resources Information Center

    Othman, Mahfudzah; Othman, Muhaini

    2012-01-01

    This paper discusses the proposed model of the collaborative virtual learning system for the introductory computer programming course which uses one of the collaborative learning techniques known as the "Think-Pair-Share". The main objective of this study is to design a model for an online learning system that facilitates the…

  10. Learning in 3D Virtual Environments: Collaboration and Knowledge Spirals

    ERIC Educational Resources Information Center

    Burton, Brian G.; Martin, Barbara N.

    2010-01-01

    The purpose of this case study was to determine if learning occurred within a 3D virtual learning environment by determining if elements of collaboration and Nonaka and Takeuchi's (1995) knowledge spiral were present. A key portion of this research was the creation of a Virtual Learning Environment. This 3D VLE utilized the Torque Game Engine…

  11. Working Collaboratively in Virtual Learning Environments: Using Second Life with Korean High School Students in History Class

    ERIC Educational Resources Information Center

    Kim, Mi Hwa

    2013-01-01

    The purpose of this experimental study was to investigate the impact of the use of a virtual environment for learning Korean history on high school students' learning outcomes and attitudes toward virtual worlds (collaboration, engagement, general use of SL [Second Life], and immersion). In addition, this experiment examined the relationships…

  12. Multi-Agent Framework for Virtual Learning Spaces.

    ERIC Educational Resources Information Center

    Sheremetov, Leonid; Nunez, Gustavo

    1999-01-01

    Discussion of computer-supported collaborative learning, distributed artificial intelligence, and intelligent tutoring systems focuses on the concept of agents, and describes a virtual learning environment that has a multi-agent system. Describes a model of interactions in collaborative learning and discusses agents for Web-based virtual…

  13. Facilitating learning through an international virtual collaborative practice: A case study.

    PubMed

    Wihlborg, Monne; Friberg, Elizabeth E; Rose, Karen M; Eastham, Linda

    2018-02-01

    Internationalisation of higher education involving information and communication technology such as e-learning opens opportunities for innovative learning approaches across nations and cultures. Describe a case in practice of collaborative and transformative learning in relation to 'internationalisation on home grounds' with the broader learning objective of 'becoming aware and knowledgeable'. A mutually developed project established a virtual international collaborative exchange for faculty and students using a course management software (MOODLE) and open access technology (Adobe CONNECT). Two research universities in Sweden and the United States. Approximately 90 nursing students from each university per semester over several semesters. A collaborative process to develop a joint learning community to construct a virtual module and learning activity involving academics and nursing students in two countries using principles of meaning construction and negotiated learning. Developed possibilities for dealing with the challenges and finding strategies for a future higher education system that opens dialogues worldwide. Virtual international exchanges open innovative communication and learning contexts across nations and cultures. Internationalisation is so much more than students and teachers' mobility. 'Internationalisation on home grounds' (internationalisation for all) should receive more attention to support faculty and student collaboration, learning, and professional development. Copyright © 2017 Elsevier Ltd. All rights reserved.

  14. Communication, Collaboration, and Enhancing the Learning Experience: Developing a Collaborative Virtual Enquiry Service in University Libraries in the North of England

    ERIC Educational Resources Information Center

    Jolly, Liz; White, Sue

    2016-01-01

    This article uses the case study of developing a collaborative "out-of-hours" virtual enquiry service by members of the Northern Collaboration Group of academic libraries in the north of England to explore the importance of communication and collaboration between academic library services in enhancing student learning. Set within the…

  15. Elearn: A Collaborative Educational Virtual Environment.

    ERIC Educational Resources Information Center

    Michailidou, Anna; Economides, Anastasios A.

    Virtual Learning Environments (VLEs) that support collaboration are one of the new technologies that have attracted great interest. VLEs are learning management software systems composed of computer-mediated communication software and online methods of delivering course material. This paper presents ELearn, a collaborative VLE for teaching…

  16. Virtual Communities of Collaborative Learning for Higher Education

    ERIC Educational Resources Information Center

    Sotomayor, Gilda E.

    2014-01-01

    This article aims to outline and project three new learning scenarios for Higher Education that, after the emergence of ICT and communication through the Network-lnternet, have appeared under the generic name of virtual communities. To that end, we start from a previous conceptual analysis on collaborative learning, cooperative learning and…

  17. Implementing Advanced Characteristics of X3D Collaborative Virtual Environments for Supporting e-Learning: The Case of EVE Platform

    ERIC Educational Resources Information Center

    Bouras, Christos; Triglianos, Vasileios; Tsiatsos, Thrasyvoulos

    2014-01-01

    Three dimensional Collaborative Virtual Environments are a powerful form of collaborative telecommunication applications, enabling the users to share a common three-dimensional space and interact with each other as well as with the environment surrounding them, in order to collaboratively solve problems or aid learning processes. Such an…

  18. Collaborative Learning in Online Courses: Exploring Students' Perceptions

    ERIC Educational Resources Information Center

    Faja, Silvana

    2013-01-01

    Virtual collaborative activities have the potential to keep students engaged, create a sense of community in online courses and allow them to experience and practice virtual teamwork skills. This study presents an attempt to explore students' perceptions of online collaborative learning involving both process and product oriented activities. The…

  19. The Impact of Using Synchronous Collaborative Virtual Tangram in Children's Geometric

    ERIC Educational Resources Information Center

    Lin, Chiu-Pin; Shao, Yin-juan; Wong, Lung-Hsiang; Li, Yin-Jen; Niramitranon, Jitti

    2011-01-01

    This study aimed to develop a collaborative and manipulative virtual Tangram puzzle to facilitate children to learn geometry in the computer-supported collaborative learning environment with Tablet PCs. In promoting peer interactions and stimulating students' higher-order thinking and creativity toward geometric problem-solving, we designed a…

  20. Does Gender Matter? Collaborative Learning in a Virtual Corporate Community of Practice

    ERIC Educational Resources Information Center

    Tomcsik, Rachel E.

    2010-01-01

    The purpose of this study was to investigate how gender identity construction in virtuality and actuality affect collaborative learning in a corporate community of practice. As part of a virtual ethnographic design, participants were employees from a major American corporation who were interested specifically in social networking applications. The…

  1. Real-Time Collaboration of Virtual Laboratories through the Internet

    ERIC Educational Resources Information Center

    Jara, Carlos A.; Candelas, Francisco A.; Torres, Fernando; Dormido, Sebastian; Esquembre, Francisco; Reinoso, Oscar

    2009-01-01

    Web-based learning environments are becoming increasingly popular in higher education. One of the most important web-learning resources is the virtual laboratory (VL), which gives students an easy way for training and learning through the Internet. Moreover, on-line collaborative communication represents a practical method to transmit the…

  2. Interaction Forms in Successful Collaborative Learning in Virtual Learning Environments

    ERIC Educational Resources Information Center

    Vuopala, Essi; Hyvönen, Pirkko; Järvelä, Sanna

    2016-01-01

    Despite the numerous studies on social interaction in collaborative learning, little is known about interaction forms in successful computer-supported collaborative learning situations. The purpose of this study was to explore and understand student interaction in successful collaborative learning during a university course which was mediated by…

  3. Cognitive Presence in Virtual Collaborative Learning: Assessing and Improving Critical Thinking in Online Discussion Forums

    ERIC Educational Resources Information Center

    Beckmann, Jennifer; Weber, Peter

    2016-01-01

    Purpose: The purpose of this study is to introduce a virtual collaborative learning setting called "Net Economy", which we established as part of an international learning network of currently six universities, and present our approach to continuously improve the course in each cycle. Design/ Methodology/Approach: Using the community of…

  4. Cognitive Presence in Virtual Collaborative Learning: Assessing and Improving Critical Thinking in Online Discussion Forums

    ERIC Educational Resources Information Center

    Beckmann, Jennifer; Weber, Peter

    2015-01-01

    The paper introduces a virtual collaborative learning setting called "Net Economy," which we established as part of an international learning network of currently seven universities. Using the Community of Inquiry framework as guidance and Canonical Action Research (CAR) as the chosen research design, the discussion forum of the online…

  5. Collaborative Virtual Gaming Worlds in Higher Education

    ERIC Educational Resources Information Center

    Whitton, Nicola; Hollins, Paul

    2008-01-01

    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multi-player online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider…

  6. Building a Virtual Learning Network for Teachers in a Suburban School District

    ERIC Educational Resources Information Center

    Kurtzworth-Keen, Kristin A.

    2011-01-01

    Emerging research indicates that learning management systems such as Moodle can function as virtual, collaborative environments, where collegial interactions promote professional learning opportunities. This study deployed a mixed methods design in order to describe and analyze teacher participation in a virtual learning network (VLN) that was…

  7. Designing and Deploying 3D Collaborative Games in Education

    ERIC Educational Resources Information Center

    Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli

    2016-01-01

    This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…

  8. Ontology Enabled Annotation and Knowledge Management for Collaborative Learning in Virtual Learning Community

    ERIC Educational Resources Information Center

    Yang, Stephen J. H.; Chen, Irene Ya-Ling; Shao, Norman W. Y.

    2004-01-01

    The nature of collaborative learning involves intensive interactions among collaborators, such as articulating knowledge into written, verbal or symbolic forms, authoring articles or posting messages to this community's discussion forum, responding or adding comments to messages or articles posted by others, etc. Knowledge collaborators'…

  9. Importance of Diversified Leadership Roles in Improving Team Effectiveness in a Virtual Collaboration Learning Environment

    ERIC Educational Resources Information Center

    Chen, Charlie C.; Wu, Jiinpo; Yang, Samuel C.; Tsou, Hsin-Yi

    2008-01-01

    Virtual teams enabled by information and communications technologies (ICT) are increasingly being adopted not only by for-profit organizations but also by education institutions as well. This study investigates what contributes to the success of virtual learning teams. Specifically, we examine the issue of leadership in virtual learning teams. The…

  10. TeamXchange: A Team Project Experience Involving Virtual Teams and Fluid Team Membership

    ERIC Educational Resources Information Center

    Dineen, Brian R.

    2005-01-01

    TeamXchange, an online team-based exercise, is described. TeamXchange is consistent with the collaborative model of learning and provides a means of fostering enhanced student learning and engagement through collaboration in virtual teams experiencing periodic membership changes. It was administered in an undergraduate Organizational Behavior…

  11. Inquiry-Based Learning for a Virtual Learning Community to Enhance Problem-Solving Ability of Applied Thai Traditional Medicine Students

    ERIC Educational Resources Information Center

    Chanprasitchai, Ong-art; Khlaisang, Jintavee

    2016-01-01

    The recent growth in collaborative and interactive virtual learning communities integrating innovative digital technologies and contemporary learning frameworks is contributing enormously to the use of e-learning in higher education in the twenty-first century. The purpose of this study was to describe the development of a virtual learning…

  12. Fostering Learning Through Interprofessional Virtual Reality Simulation Development.

    PubMed

    Nicely, Stephanie; Farra, Sharon

    2015-01-01

    This article presents a unique strategy for improving didactic learning and clinical skill while simultaneously fostering interprofessional collaboration and communication. Senior-level nursing students collaborated with students enrolled in the Department of Interactive Media Studies to design a virtual reality simulation based upon disaster management and triage techniques. Collaborative creation of the simulation proved to be a strategy for enhancing students' knowledge of and skill in disaster management and triage while impacting attitudes about interprofessional communication and teamwork.

  13. Innovation Education Enabled through a Collaborative Virtual Reality Learning Environment

    ERIC Educational Resources Information Center

    Thorsteinsson, Gisli; Page, Tom; Lehtonen, Miika; Ha, Joong Gyu

    2006-01-01

    This article provides a descriptive account of the development of an approach to the support of design and technology education with 3D Virtual Reality (VR) technologies on an open and distance learning basis. This work promotes an understanding of the implications and possibilities of advanced virtual learning technologies in education for…

  14. A Collaborative Virtual Environment for Situated Language Learning Using VEC3D

    ERIC Educational Resources Information Center

    Shih, Ya-Chun; Yang, Mau-Tsuen

    2008-01-01

    A 3D virtually synchronous communication architecture for situated language learning has been designed to foster communicative competence among undergraduate students who have studied English as a foreign language (EFL). We present an innovative approach that offers better e-learning than the previous virtual reality educational applications. The…

  15. Fostering Verbal and Non-Verbal Social Interactions in a 3D Collaborative Virtual Learning Environment: A Case Study of Youth with Autism Spectrum Disorders Learning Social Competence in iSocial

    ERIC Educational Resources Information Center

    Wang, Xianhui; Laffey, James; Xing, Wanli; Galyen, Krista; Stichter, Janine

    2017-01-01

    This case study describes the verbal and nonverbal social interaction of 11 youth with Autism Spectrum Disorders in a 3D Collaborative Virtual Learning Environment-iSocial. The youth were developing social competence through participation in a social competence intervention curriculum implemented online so as to provide access to high quality…

  16. A Social Network Analysis of Teaching and Research Collaboration in a Teachers' Virtual Learning Community

    ERIC Educational Resources Information Center

    Lin, Xiaofan; Hu, Xiaoyong; Hu, Qintai; Liu, Zhichun

    2016-01-01

    Analysing the structure of a social network can help us understand the key factors influencing interaction and collaboration in a virtual learning community (VLC). Here, we describe the mechanisms used in social network analysis (SNA) to analyse the social network structure of a VLC for teachers and discuss the relationship between face-to-face…

  17. A Survey of Students' Experiences on Collaborative Virtual Learning Activities Based on Five-Stage Model

    ERIC Educational Resources Information Center

    Karaman, M. Kemal; Özen, Sevil Orhan

    2016-01-01

    In this study, we aimed to design collaborative virtual learning (CVL) activities by using a five-stage model (FSM) and survey of students' experiences. The study group consisted of 14 voluntary students in the Turkish Teaching Department. In this case study, data were collected through observations, recordings in Second Life (SL) and interviews.…

  18. Why Virtual, Why Environments? Implementing Virtual Reality Concepts in Computer-Assisted Language Learning.

    ERIC Educational Resources Information Center

    Schwienhorst, Klaus

    2002-01-01

    Discussion of computer-assisted language learning focuses on the benefits of virtual reality environments, particularly for foreign language contexts. Topics include three approaches to learner autonomy; supporting reflection, including self-awareness; supporting interaction, including collaboration; and supporting experimentation, including…

  19. Virtual Representations in 3D Learning Environments

    ERIC Educational Resources Information Center

    Shonfeld, Miri; Kritz, Miki

    2013-01-01

    This research explores the extent to which virtual worlds can serve as online collaborative learning environments for students by increasing social presence and engagement. 3D environments enable learning, which simulates face-to-face encounters while retaining the advantages of online learning. Students in Education departments created avatars…

  20. Online Teacher Development: Collaborating in a Virtual Learning Environment

    ERIC Educational Resources Information Center

    Ernest, Pauline; Guitert Catasús, Montse; Hampel, Regine; Heiser, Sarah; Hopkins, Joseph; Murphy, Linda; Stickler, Ursula

    2013-01-01

    Over recent years, educational institutions have been making increasing use of virtual environments to set up collaborative activities for learners. While it is recognized that teachers play an important role in facilitating learner collaboration online, they may not have the necessary skills to do so successfully. Thus, a small-scale professional…

  1. Virtual worlds: a new frontier for nurse education?

    PubMed

    Green, Janet; Wyllie, Aileen; Jackson, Debra

    2014-01-01

    Virtual worlds have the potential to offer nursing students social networking and, learning, opportunities through the use of collaborative and immersive learning. If nursing educators, are to stay, abreast of contemporary learning opportunities an exploration of the potential benefits of, virtual, worlds and their possibilities is needed. Literature was sourced that explored virtual worlds, and their, use in education, but nursing education specifically. It is clear that immersive learning has, positive, benefits for nursing, however the best way to approach virtual reality in nursing education, has yet to, be ascertained.

  2. Information Seeking in a Virtual Learning Environment.

    ERIC Educational Resources Information Center

    Byron, Suzanne M.; Young, Jon I.

    2000-01-01

    Examines the applicability of Kuhlthau's Information Search Process Model in the context of a virtual learning environment at the University of North Texas that used virtual collaborative software. Highlights include cognitive and affective aspects of information seeking; computer experience and confidence; and implications for future research.…

  3. Fostering Collaborative Learning in Second Life: Metaphors and Affordances

    ERIC Educational Resources Information Center

    Andreas, Konstantinidis; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli; Pomportsis, Andreas

    2010-01-01

    In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative learning techniques to the Second Life platform. Our aim is to assess the applicability of Second Life for collaborative learning by developing virtual tools and metaphors and exploiting the representational richness of this novel medium. In order to enhance the…

  4. Using Five Stage Model to Design of Collaborative Learning Environments in Second Life

    ERIC Educational Resources Information Center

    Orhan, Sevil; Karaman, M. Kemal

    2014-01-01

    Specifically Second Life (SL) among virtual worlds draws attention of researchers to form collaborative learning environments (Sutcliffe & Alrayes, 2012) since it could be used as a rich platform to simulate a real environment containing many collaborative learning characteristics and interaction tools within itself. Five Stage Model (FSM)…

  5. Synchronized Pair Configuration in Virtualization-Based Lab for Learning Computer Networks

    ERIC Educational Resources Information Center

    Kongcharoen, Chaknarin; Hwang, Wu-Yuin; Ghinea, Gheorghita

    2017-01-01

    More studies are concentrating on using virtualization-based labs to facilitate computer or network learning concepts. Some benefits are lower hardware costs and greater flexibility in reconfiguring computer and network environments. However, few studies have investigated effective mechanisms for using virtualization fully for collaboration.…

  6. The Virtual Classroom: A Catalyst for Institutional Transformation

    ERIC Educational Resources Information Center

    Subramaniam, Nantha Kumar; Kandasamy, Maheswari

    2011-01-01

    This study explores the use of the virtual classroom which has been created in "myVLE", a learning management system used by the Open University Malaysia (OUM). The virtual classroom in "myVLE" is an asynchronous-based online learning environment that delivers course materials to learners and provides collaboration and…

  7. Using Virtual Microscopy to Scaffold Learning of Pathology: A Naturalistic Experiment on the Role of Visual and Conceptual Cues

    ERIC Educational Resources Information Center

    Nivala, Markus; Saljo, Roger; Rystedt, Hans; Kronqvist, Pauliina; Lehtinen, Erno

    2012-01-01

    New representational technologies, such as virtual microscopy, create new affordances for medical education. In the article, a study on the following two issues is reported: (a) How does collaborative use of virtual microscopy shape students' engagement with and learning from virtual slides of tissue specimen? (b) How do visual and conceptual cues…

  8. Collaborative Learning with Screen-Based Simulation in Health Care Education: An Empirical Study of Collaborative Patterns and Proficiency Development

    ERIC Educational Resources Information Center

    Hall, L. O.; Soderstrom, T.; Ahlqvist, J.; Nilsson, T.

    2011-01-01

    This article is about collaborative learning with educational computer-assisted simulation (ECAS) in health care education. Previous research on training with a radiological virtual reality simulator has indicated positive effects on learning when compared to a more conventional alternative. Drawing upon the field of Computer-Supported…

  9. Pulse!!: a model for research and development of virtual-reality learning in military medical education and training.

    PubMed

    Dunne, James R; McDonald, Claudia L

    2010-07-01

    Pulse!! The Virtual Clinical Learning Lab at Texas A&M University-Corpus Christi, in collaboration with the United States Navy, has developed a model for research and technological development that they believe is an essential element in the future of military and civilian medical education. The Pulse!! project models a strategy for providing cross-disciplinary expertise and resources to educational, governmental, and business entities challenged with meeting looming health care crises. It includes a three-dimensional virtual learning platform that provides unlimited, repeatable, immersive clinical experiences without risk to patients, and is available anywhere there is a computer. Pulse!! utilizes expertise in the fields of medicine, medical education, computer science, software engineering, physics, computer animation, art, and architecture. Lab scientists collaborate with the commercial virtual-reality simulation industry to produce research-based learning platforms based on cutting-edge computer technology.

  10. The Best of All Worlds: Immersive Interfaces for Art Education in Virtual and Real World Teaching and Learning Environments

    ERIC Educational Resources Information Center

    Grenfell, Janette

    2013-01-01

    Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin studies online learning management…

  11. Analysing a Web-Based E-Commerce Learning Community: A Case Study in Brazil.

    ERIC Educational Resources Information Center

    Joia, Luiz Antonio

    2002-01-01

    Demonstrates the use of a Web-based participative virtual learning environment for graduate students in Brazil enrolled in an electronic commerce course in a Masters in Business Administration program. Discusses learning communities; computer-supported collaborative work and collaborative learning; influences on student participation; the role of…

  12. Assessing the Success Rate of Students Using a Learning Management System Together with a Collaborative Tool in Web-Based Teaching of Programming Languages

    ERIC Educational Resources Information Center

    Cavus, Nadire; Ibrahim, Dogan

    2007-01-01

    The development of collaborative studies in learning has led to a renewed interest in the field of Web-based education. In this experimental study a highly interactive and collaborative virtual teaching environment has been created by supporting Moodle LMS with collaborative learning tool GREWPtool. The aim of this experimental study has been to…

  13. Incorporating a collaborative web-based virtual laboratory in an undergraduate bioinformatics course.

    PubMed

    Weisman, David

    2010-01-01

    Face-to-face bioinformatics courses commonly include a weekly, in-person computer lab to facilitate active learning, reinforce conceptual material, and teach practical skills. Similarly, fully-online bioinformatics courses employ hands-on exercises to achieve these outcomes, although students typically perform this work offsite. Combining a face-to-face lecture course with a web-based virtual laboratory presents new opportunities for collaborative learning of the conceptual material, and for fostering peer support of technical bioinformatics questions. To explore this combination, an in-person lecture-only undergraduate bioinformatics course was augmented with a remote web-based laboratory, and tested with a large class. This study hypothesized that the collaborative virtual lab would foster active learning and peer support, and tested this hypothesis by conducting a student survey near the end of the semester. Respondents broadly reported strong benefits from the online laboratory, and strong benefits from peer-provided technical support. In comparison with traditional in-person teaching labs, students preferred the virtual lab by a factor of two. Key aspects of the course architecture and design are described to encourage further experimentation in teaching collaborative online bioinformatics laboratories. Copyright © 2010 International Union of Biochemistry and Molecular Biology, Inc.

  14. Building Virtual Teams: Experiential Learning Using Emerging Technologies

    ERIC Educational Resources Information Center

    Hu, Haihong

    2015-01-01

    Currently, virtual teams are being used exponentially in higher education and business because of the development of technologies and globalization. These teams have become an essential approach for collaborative learning as well as task completion. Team learning, especially in an online format, can be challenging due to lack of effective…

  15. Reaching across Continents: Engaging Students through Virtual Collaborations

    ERIC Educational Resources Information Center

    Wilmot, Natalie Victoria; Rushton, Diane; Zandona Hofmann, Anelise Seleme

    2016-01-01

    Business schools have the responsibility of preparing students for work in multicultural organisations and global markets. This paper examines a situated learning experience for undergraduates through a virtual collaboration between a UK university and a Brazilian university. This facilitated remote communication using social media and smart…

  16. The effectiveness of integration of virtual patients in a collaborative learning activity.

    PubMed

    Marei, Hesham F; Donkers, Jeroen; Van Merrienboer, Jeroen J G

    2018-05-07

    Virtual patients (VPs) have been recently integrated within different learning activities. To compare between the effect of using VPs in a collaborative learning activity and using VPs in an independent learning activity on students' knowledge acquisition, retention and transfer. For two different topics, respectively 82 and 76 dental students participated in teaching, learning and assessment sessions with VPs. Students from a female campus and from a male campus have been randomly assigned to condition (collaborative and independent), yielding four experimental groups. Each group received a lecture followed by a learning session using two VPs per topic. Students were administrated immediate and delayed written tests as well as transfer tests using two VPs to assess their knowledge in diagnosis and treatment. For the treatment items of the immediate and delayed written tests, females outperformed males in the collaborative VP group but not in the independent VP group. On the female campus, the use of VPs in a collaborative learning activity is more effective than its use as an independent learning activity in enhancing students' knowledge acquisition and retention. However, the collaborative use of VPs by itself is not enough to produce consistent results across different groups of students and attention should be given to all the factors that would affect students' interaction.

  17. Investigating the Affective Learning in a 3D Virtual Learning Environment: The Case Study of the Chatterdale Mystery

    ERIC Educational Resources Information Center

    Molka-Danielsen, Judith; Hadjistassou, Stella; Messl-Egghart, Gerhilde

    2016-01-01

    This research is motivated by the emergence of virtual technologies and their potential as engaging pedagogical tools for facilitating comprehension, interactions and collaborations for learning; and in particular as applied to learning second languages (L2). This paper provides a descriptive analysis of a case study that examines affective…

  18. Synchronous and Asynchronous E-Language Learning: A Case Study of Virtual University of Pakistan

    ERIC Educational Resources Information Center

    Perveen, Ayesha

    2016-01-01

    This case study evaluated the impact of synchronous and asynchronous E-Language Learning activities (ELL-ivities) in an E-Language Learning Environment (ELLE) at Virtual University of Pakistan. The purpose of the study was to assess e-language learning analytics based on the constructivist approach of collaborative construction of knowledge. The…

  19. Students' First Impression of Second Life: A Case from the United Arab Emirates

    ERIC Educational Resources Information Center

    Abdallah, Salam; Douglas, Jamal

    2010-01-01

    Emerging 3D virtual worlds such as Second Life can offer students with opportunities to enhance learning using rich collaborative asynchronous media. Virtual worlds are believed to impact the future of higher education and therefore, universities across the world are immersing themselves inside virtual worlds to establish a unique learning and…

  20. A Framework for Web-Based Interprofessional Education for Midwifery and Medical Students.

    PubMed

    Reis, Pamela J; Faser, Karl; Davis, Marquietta

    2015-01-01

    Scheduling interprofessional team-based activities for health sciences students who are geographically dispersed, with divergent and often competing schedules, can be challenging. The use of Web-based technologies such as 3-dimensional (3D) virtual learning environments in interprofessional education is a relatively new phenomenon, which offers promise in helping students come together in online teams when face-to-face encounters are not possible. The purpose of this article is to present the experience of a nurse-midwifery education program in a Southeastern US university in delivering Web-based interprofessional education for nurse-midwifery and third-year medical students utilizing the Virtual Community Clinic Learning Environment (VCCLE). The VCCLE is a 3D, Web-based, asynchronous, immersive clinic environment into which students enter to meet and interact with instructor-controlled virtual patient and virtual preceptor avatars and then move through a classic diagnostic sequence in arriving at a plan of care for women throughout the lifespan. By participating in the problem-based management of virtual patients within the VCCLE, students learn both clinical competencies and competencies for interprofessional collaborative practice, as described by the Interprofessional Education Collaborative Core Competencies for Interprofessional Collaborative Practice. This article is part of a special series of articles that address midwifery innovations in clinical practice, education, interprofessional collaboration, health policy, and global health. © 2015 by the American College of Nurse-Midwives.

  1. Wiki Technology: A Virtual, Cooperative Learning Tool Used to Enhance Student Learning

    ERIC Educational Resources Information Center

    Barrera, Alessandra L.

    2015-01-01

    This study demonstrates the use of wiki technology (an editable webpage environment) to provide a virtual, asynchronous collaborative-learning environment for students for the purpose of working on course-content-focused study-guide questions. To analyze the effectiveness of this course tool, students' responses to various qualitative and…

  2. Learning as "Knowing": Towards Retaining and Visualizing Use in Virtual Settings

    ERIC Educational Resources Information Center

    Akoumianakis, Demosthenes

    2011-01-01

    The paper elaborates on the assumption that in modern organisations collaborative learning is an enacted capability that is more about "acting" and co-engaging in shared practices. In such settings, virtual learning can be conceived as an emergent knowledge process with no pre-determined outcomes that occupies multiple online and offline…

  3. "The Evolution of e-Learning in the Context of 3D Virtual Worlds"

    ERIC Educational Resources Information Center

    Kotsilieris, Theodore; Dimopoulou, Nikoletta

    2013-01-01

    Information and Communication Technologies (ICT) offer new approaches towards knowledge acquisition and collaboration through distance learning processes. Web-based Learning Management Systems (LMS) have transformed the way that education is conducted nowadays. At the same time, the adoption of Virtual Worlds in the educational process is of great…

  4. Widget, Widget on the Wall, Am I Performing Well at All?

    ERIC Educational Resources Information Center

    Scheffel, Maren; Drachsler, Hendrik; de Kraker, Joop

    2017-01-01

    In collaborative learning environments, students work together on assignments in virtual teams and depend on each other's contribution to achieve their learning objectives. The online learning environment, however, may not only facilitate but also hamper group communication, coordination, and collaboration. Group awareness widgets that visualize…

  5. Studying the Effectiveness of Multi-User Immersive Environments for Collaborative Evaluation Tasks

    ERIC Educational Resources Information Center

    Lorenzo, Carlos-Miguel; Sicilia, Miguel Angel; Sanchez, Salvador

    2012-01-01

    Massively Multiuser On-line Learning (MMOL) Platforms, often called "virtual learning worlds", constitute a still unexplored context for communication-enhanced learning, where synchronous communication skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we report on an experimental study of…

  6. EVA: Collaborative Distributed Learning Environment Based in Agents.

    ERIC Educational Resources Information Center

    Sheremetov, Leonid; Tellez, Rolando Quintero

    In this paper, a Web-based learning environment developed within the project called Virtual Learning Spaces (EVA, in Spanish) is presented. The environment is composed of knowledge, collaboration, consulting, experimentation, and personal spaces as a collection of agents and conventional software components working over the knowledge domains. All…

  7. EVA: An Interactive Web-Based Collaborative Learning Environment

    ERIC Educational Resources Information Center

    Sheremetov, Leonid; Arenas, Adolfo Guzman

    2002-01-01

    In this paper, a Web-based learning environment developed within the project called Virtual Learning Spaces (EVA, in Spanish) is described. The environment is composed of knowledge, collaboration, consulting and experimentation spaces as a collection of agents and conventional software components working over the knowledge domains. All user…

  8. The Evolution of Constructivist Learning Environments: Immersion in Distributed, Virtual Worlds.

    ERIC Educational Resources Information Center

    Dede, Chris

    1995-01-01

    Discusses the evolution of constructivist learning environments and examines the collaboration of simulated software models, virtual environments, and evolving mental models via immersion in artificial realities. A sidebar gives a realistic example of a student navigating through cyberspace. (JMV)

  9. Discussing the Factors Contributing to Students' Involvement in an EFL Collaborative Wiki Project

    ERIC Educational Resources Information Center

    Lee, Hsiao-chien; Wang, Pei-ling

    2013-01-01

    A growing number of researchers have acknowledged the potential for using wikis in online collaborative language learning. While researchers appreciate the wikis platform for engaging students in virtual team work and authentic language learning, many also have recognized the limitations of using wikis to promote student collaboration (Alyousef…

  10. Computer-Supported Collaborative Learning: Best Practices and Principles for Instructors

    ERIC Educational Resources Information Center

    Orvis, Kara L., Ed.; Lassiter, Andrea L. R., Ed.

    2008-01-01

    Decades of research have shown that student collaboration in groups doesn't just happen; rather it needs to be a deliberate process facilitated by the instructor. Promoting collaboration in virtual learning environments presents a variety of challenges. This book answers the demand for a thorough resource on techniques to facilitate effective …

  11. A virtual environment for medical radiation collaborative learning.

    PubMed

    Bridge, Pete; Trapp, Jamie V; Kastanis, Lazaros; Pack, Darren; Parker, Jacqui C

    2015-06-01

    A software-based environment was developed to provide practical training in medical radiation principles and safety. The Virtual Radiation Laboratory application allowed students to conduct virtual experiments using simulated diagnostic and radiotherapy X-ray generators. The experiments were designed to teach students about the inverse square law, half value layer and radiation protection measures and utilised genuine clinical and experimental data. Evaluation of the application was conducted in order to ascertain the impact of the software on students' understanding, satisfaction and collaborative learning skills and also to determine potential further improvements to the software and guidelines for its continued use. Feedback was gathered via an anonymous online survey consisting of a mixture of Likert-style questions and short answer open questions. Student feedback was highly positive with 80 % of students reporting increased understanding of radiation protection principles. Furthermore 72 % enjoyed using the software and 87 % of students felt that the project facilitated collaboration within small groups. The main themes arising in the qualitative feedback comments related to efficiency and effectiveness of teaching, safety of environment, collaboration and realism. Staff and students both report gains in efficiency and effectiveness associated with the virtual experiments. In addition students particularly value the visualisation of "invisible" physical principles and increased opportunity for experimentation and collaborative problem-based learning. Similar ventures will benefit from adopting an approach that allows for individual experimentation while visualizing challenging concepts.

  12. Eco-Dialogical Learning and Translanguaging in Open-Ended 3D Virtual Learning Environments: Where Place, Time, and Objects Matter

    ERIC Educational Resources Information Center

    Zheng, Dongping; Schmidt, Matthew; Hu, Ying; Liu, Min; Hsu, Jesse

    2017-01-01

    The purpose of this research was to explore the relationships between design, learning, and translanguaging in a 3D collaborative virtual learning environment for adolescent learners of Chinese and English. We designed an open-ended space congruent with ecological and dialogical perspectives on second language acquisition. In such a space,…

  13. Using the Cognitive Apprenticeship Model with a Chat Tool to Enhance Online Collaborative Learning

    ERIC Educational Resources Information Center

    Rodríguez-Bonces, Mónica; Ortiz, Kris

    2016-01-01

    In Colombia, many institutions are in the firm quest of virtual learning environments to improve instruction, and making the most of online tools is clearly linked to offering quality learning. Thus, the purpose of this action research was to identify how the Cognitive Apprenticeship Model enhances online collaborative learning by using a chat…

  14. Effects of Transformational and Transactional Leadership on Cognitive Effort and Outcomes during Collaborative Learning within a Virtual World

    ERIC Educational Resources Information Center

    Kahai, Surinder; Jestire, Rebecca; Huang, Rui

    2013-01-01

    Computer-supported collaborative learning is a common e-learning activity. Instructors have to create appropriate social and instructional interventions in order to promote effective learning. We performed a study that examined the effects of two popular leadership interventions, transformational and transactional, on cognitive effort and outcomes…

  15. Emerging CAE technologies and their role in Future Ambient Intelligence Environments

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.

    2011-03-01

    Dramatic improvements are on the horizon in Computer Aided Engineering (CAE) and various simulation technologies. The improvements are due, in part, to the developments in a number of leading-edge technologies and their synergistic combinations/convergence. The technologies include ubiquitous, cloud, and petascale computing; ultra high-bandwidth networks, pervasive wireless communication; knowledge based engineering; networked immersive virtual environments and virtual worlds; novel human-computer interfaces; and powerful game engines and facilities. This paper describes the frontiers and emerging simulation technologies, and their role in the future virtual product creation and learning/training environments. The environments will be ambient intelligence environments, incorporating a synergistic combination of novel agent-supported visual simulations (with cognitive learning and understanding abilities); immersive 3D virtual world facilities; development chain management systems and facilities (incorporating a synergistic combination of intelligent engineering and management tools); nontraditional methods; intelligent, multimodal and human-like interfaces; and mobile wireless devices. The Virtual product creation environment will significantly enhance the productivity and will stimulate creativity and innovation in future global virtual collaborative enterprises. The facilities in the learning/training environment will provide timely, engaging, personalized/collaborative and tailored visual learning.

  16. Virtual patient care: an interprofessional education approach for physician assistant, physical therapy and occupational therapy students.

    PubMed

    Shoemaker, Michael J; Platko, Christina M; Cleghorn, Susan M; Booth, Andrew

    2014-07-01

    The purpose of this retrospective qualitative case report is to describe how a case-based, virtual patient interprofessional education (IPE) simulation activity was utilized to achieve physician assistant (PA), physical therapy (PT) and occupational therapy (OT) student IPE learning outcomes. Following completion of a virtual patient case, 30 PA, 46 PT and 24 OT students were required to develop a comprehensive, written treatment plan and respond to reflective questions. A qualitative analysis of the submitted written assignment was used to determine whether IPE learning objectives were met. Student responses revealed three themes that supported the learning objectives of the IPE experience: benefits of collaborative care, role clarification and relevance of the IPE experience for future practice. A case-based, IPE simulation activity for physician assistant and rehabilitation students using a computerized virtual patient software program effectively facilitated achievement of the IPE learning objectives, including development of greater student awareness of other professions and ways in which collaborative patient care can be provided.

  17. Collaboration Modality, Cognitive Load, and Science Inquiry Learning in Virtual Inquiry Environments

    ERIC Educational Resources Information Center

    Erlandson, Benjamin E.; Nelson, Brian C.; Savenye, Wilhelmina C.

    2010-01-01

    Educational multi-user virtual environments (MUVEs) have been shown to be effective platforms for situated science inquiry curricula. While researchers find MUVEs to be supportive of collaborative scientific inquiry processes, the complex mix of multi-modal messages present in MUVEs can lead to cognitive overload, with learners unable to…

  18. Prospects for Digital Campus with Extensive Applications of Virtual Collaborative Space

    ERIC Educational Resources Information Center

    Nishide, Ryo

    2011-01-01

    This paper proposes extensive applications of virtual collaborative space in order to enhance the efficiency and capability of Digital Campus. The usability of Digital Campus has been experimented in different learning environments and evaluated by questionnaire as that the presence technology and a sense of solidarity influence the participants'…

  19. The Development of Virtual Educational Environments to Support Inter-School Collaboration

    ERIC Educational Resources Information Center

    Stevens, Ken

    2007-01-01

    The introduction of inter-school electronic networks has added a new dimension to education in Canada that has many implications for students who attend schools in rural communities. Collaborative internet-based teaching and learning and the creation of virtual classes within regional intranets now complement traditional on-site instruction in…

  20. Blended learning in health education: three case studies.

    PubMed

    de Jong, Nynke; Savin-Baden, Maggi; Cunningham, Anne Marie; Verstegen, Daniëlle M L

    2014-09-01

    Blended learning in which online education is combined with face-to-face education is especially useful for (future) health care professionals who need to keep up-to-date. Blended learning can make learning more efficient, for instance by removing barriers of time and distance. In the past distance-based learning activities have often been associated with traditional delivery-based methods, individual learning and limited contact. The central question in this paper is: can blended learning be active and collaborative? Three cases of blended, active and collaborative learning are presented. In case 1 a virtual classroom is used to realize online problem-based learning (PBL). In case 2 PBL cases are presented in Second Life, a 3D immersive virtual world. In case 3 discussion forums, blogs and wikis were used. In all cases face-to-face meetings were also organized. Evaluation results of the three cases clearly show that active, collaborative learning at a distance is possible. Blended learning enables the use of novel instructional methods and student-centred education. The three cases employ different educational methods, thus illustrating diverse possibilities and a variety of learning activities in blended learning. Interaction and communication rules, the role of the teacher, careful selection of collaboration tools and technical preparation should be considered when designing and implementing blended learning.

  1. SciEthics Interactive: Science and Ethics Learning in a Virtual Environment

    ERIC Educational Resources Information Center

    Nadolny, Larysa; Woolfrey, Joan; Pierlott, Matthew; Kahn, Seth

    2013-01-01

    Learning in immersive 3D environments allows students to collaborate, build, and interact with difficult course concepts. This case study examines the design and development of the TransGen Island within the SciEthics Interactive project, a National Science Foundation-funded, 3D virtual world emphasizing learning science content in the context of…

  2. Designing Interactive and Collaborative Learning Tasks in a 3-D Virtual Environment

    ERIC Educational Resources Information Center

    Berns, Anke; Palomo-Duarte, Manuel; Fernández, David Camacho

    2012-01-01

    The aim of our study is to explore several possibilities to use virtual worlds (VWs) and game-applications with learners of the A1 level (CEFR) of German as a foreign language. Our interest focuses especially on designing those learning tools which increase firstly, learner motivation towards online-learning and secondly, enhance autonomous…

  3. Virtual and physical toys: open-ended features for non-formal learning.

    PubMed

    Petersson, Eva; Brooks, Anthony

    2006-04-01

    This paper examines the integrated toy--both physical and virtual--as an essential resource for collaborative learning. This learning incorporates rehabilitation, training, and education. The data derived from two different cases. Pedagogical issues related to non-formal learning and open-ended features of design are discussed. Findings suggest that social, material, and expressive affordances constitute a base for an alterative interface to encourage children's play and learning.

  4. Collaborative Learning Processes in an Asynchronous Environment: An Analysis through Discourse and Social Networks

    ERIC Educational Resources Information Center

    Tirado, Ramon; Aguaded, Ignacio; Hernando, Angel

    2011-01-01

    This article analyses an experience in collaborative learning in an asynchronous writing environment through discussion forums on a WebCt platform of the University of Huelva's virtual campus, and was part of an innovative teaching project in 2007-08. The main objectives are to describe the processes of collaborative knowledge construction and the…

  5. Making the Most of Mobility: Virtual Mentoring and Education Practitioner Professional Development

    ERIC Educational Resources Information Center

    Owen, Hazel D.

    2015-01-01

    Learning provision, including professional learning, needs to embrace mobility (of knowledge, cultures and contexts--physical and cerebral) to enable education practitioners to interact locally and globally, engage with new literacies, access rich contexts, and to question, co-construct and collaborate. Virtual mentoring, also known as distance,…

  6. Revealing Preconditions for Trustful Collaboration in CSCL

    ERIC Educational Resources Information Center

    Gerdes, Anne

    2010-01-01

    This paper analyses preconditions for trust in virtual learning environments. The concept of trust is discussed with reference to cases reporting trust in cyberspace and through a philosophical clarification holding that trust in the form of self-surrender is a common characteristic of all human co-existence. In virtual learning environments,…

  7. A Virtual World for Collaboration: The AETZone

    ERIC Educational Resources Information Center

    Cheney, Amelia W.; Sanders, Robert L.; Matzen, Nita J.; Bronack, Stephen C.; Riedl, Richard E.; Tashner, John H.

    2009-01-01

    Participation in learning communities, and the construction of knowledge in communities of practice, are important considerations in the use of 3D immersive worlds. This article describes the creation of this type of learning environment in AETZone, an immersive virtual environment in use within graduate programs at Appalachian State University…

  8. Phases and Patterns of Group Development in Virtual Learning Teams

    ERIC Educational Resources Information Center

    Yoon, Seung Won; Johnson, Scott D.

    2008-01-01

    With the advancement of Internet communication technologies, distributed work groups have great potential for remote collaboration and use of collective knowledge. Adopting the Complex Adaptive System (CAS) perspective (McGrath, Arrow, & Berdhal, "Personal Soc Psychol Rev" 4 (2000) 95), which views virtual learning teams as an adaptive and…

  9. Collaborative Science Learning in Three-Dimensional Immersive Virtual Worlds: Pre-Service Teachers' Experiences in Second Life

    ERIC Educational Resources Information Center

    Nussli, Natalie; Oh, Kevin; McCandless, Kevin

    2014-01-01

    The purpose of this mixed methods study was to help pre-service teachers experience and evaluate the potential of Second Life, a three-dimensional immersive virtual environment, for potential integration into their future teaching. By completing collaborative assignments in Second Life, nineteen pre-service general education teachers explored an…

  10. Facilitating Social Collaboration in Mobile Cloud-Based Learning: A Teamwork as A Service (TaaS) Approach

    ERIC Educational Resources Information Center

    Sun, Geng; Shen, Jun

    2014-01-01

    Mobile learning is an emerging trend that brings many advantages to distributed learners, enabling them to achieve collaborative learning, in which the virtual teams are usually built to engage multiple learners working together towards the same pedagogical goals in online courses. However, the socio-technical mechanisms to enhance teamwork…

  11. Coordinated Implicitly? An Empirical Study on the Role of Social Media in Collaborative Learning

    ERIC Educational Resources Information Center

    Zhang, Xi; Chen, Hui; Ordóñez de Pablos, Patricia; Lytras, Miltiadis D.; Sun, Yongqiang

    2016-01-01

    As social media is widely adopted in collaborative learning, which places teams in a virtual environment, it is critical for teams to identify and leverage the knowledge of their members. Yet little is known about how social media influences teams to coordinate their knowledge and collaborate effectively. In this research, we explore the roles of…

  12. E-Tutorial Support for Collaborative Online Learning: An Explorative Study on Experienced and Inexperienced E-Tutors

    ERIC Educational Resources Information Center

    Kopp, Birgitta; Matteucci, Maria Cristina; Tomasetto, Carlo

    2012-01-01

    The e-tutor plays a major role in supporting virtual collaborative learning, as he/she supervises learners in collaboratively solving tasks, acquiring new skills, and applying new knowledge. This study is aimed at gaining further insights into the daily support practices of e-tutors. Seventy-six e-tutors from 17 different European countries were…

  13. An experimental study on CHVE's performance evaluation.

    PubMed

    Paiva, Paulo V F; Machado, Liliane S; Oliveira, Jauvane C

    2012-01-01

    Virtual reality-based training simulators, with collaborative capabilities, are known to improve the way users interact with one another while learning or improving skills on a given medical procedure. Performance evaluation of Collaborative Haptic Virtual Environments (CHVE) allows us to understand how such systems can work in the Internet, as well as the requirements for multisensorial and real-time data. This work discloses new performance evaluation results for the collaborative module of the CyberMed VR framework.

  14. Wiki Based Collaborative Learning in Interuniversity Scenarios

    ERIC Educational Resources Information Center

    Katzlinger, Elisabeth; Herzog, Michael A.

    2014-01-01

    In business education advanced collaboration skills and media literacy are important for surviving in a globalized business where virtual communication between enterprises is part of the day-by-day business. To transform these global working situations into higher education, a learning scenario between two universities in Germany and Austria was…

  15. Collaborative Learning: Theoretical Foundations and Applicable Strategies to University

    ERIC Educational Resources Information Center

    Roselli, Nestor D.

    2016-01-01

    Collaborative learning is a construct that identifies a current strong field, both in face-to-face and virtual education. Firstly, three converging theoretical sources are analyzed: socio-cognitive conflict theory, intersubjectivity theory and distributed cognition theory. Secondly, a model of strategies that can be implemented by teachers to…

  16. The Virtual Campus: Trends for Higher Education and Training.

    ERIC Educational Resources Information Center

    Verdejo, Felisa, Ed.; Davies, Gordon, Ed.

    This volume presents 27 papers given at a conference on the virtual campus. Papers are grouped into five parts: (1) keynote presentations, (2) global approaches, (3) evaluation studies, (4) collaborative learning and group activities, and (5) web tools and web applications. The papers are: "New Wine and Old Bottles? Tele-learning, Telematics,…

  17. Collaborative Learning in Architectural Education: Benefits of Combining Conventional Studio, Virtual Design Studio and Live Projects

    ERIC Educational Resources Information Center

    Rodriguez, Carolina; Hudson, Roland; Niblock, Chantelle

    2018-01-01

    Combinations of Conventional Studio and Virtual Design Studio (VDS) have created valuable learning environments that take advantage of different instruments of communication and interaction. However, past experiences have reported limitations in regards to student engagement and motivation, especially when the studio projects encourage abstraction…

  18. Measuring Flow Experience in an Immersive Virtual Environment for Collaborative Learning

    ERIC Educational Resources Information Center

    van Schaik, P.; Martin, S.; Vallance, M.

    2012-01-01

    In contexts other than immersive virtual environments, theoretical and empirical work has identified flow experience as a major factor in learning and human-computer interaction. Flow is defined as a "holistic sensation that people feel when they act with total involvement". We applied the concept of flow to modeling the experience of…

  19. Towards a Framework for Virtual Internationalization

    ERIC Educational Resources Information Center

    Bruhn, Elisa

    2017-01-01

    Internationalization and digitalization--how do these two higher education trends go together? Projects dealing with virtual mobility, collaborative online international learning (COIL), or virtual transnational education (TNE) have shown that the link between the international and the digital is not only a theoretical possibility but already a…

  20. Digging Deeper: Learning and Re-Learning with Student and Teacher Minecraft Communities

    ERIC Educational Resources Information Center

    Dodgson, David

    2017-01-01

    Minecraft has become well established in the world of education. Around the world, the game is being used in a variety of educational settings for virtual project work and as a virtual world for collaboration and social interaction. Minecraft is an activity players want to talk about. It is a game they want to learn more about. In order to do…

  1. "Let's Set Up Some Subgoals": Understanding Human-Pedagogical Agent Collaborations and Their Implications for Learning and Prompt and Feedback Compliance

    ERIC Educational Resources Information Center

    Harley, Jason M.; Taub, Michelle; Azevedo, Roger; Bouchet, Francois

    2018-01-01

    Research on collaborative learning between humans and virtual pedagogical agents represents a necessary extension to recent research on the conceptual, theoretical, methodological, analytical, and educational issues behind co- and socially-shared regulated learning between humans. This study presents a novel coding framework that was developed and…

  2. Scripted Collaboration in Serious Gaming for Complex Learning: Effects of Multiple Perspectives when Acquiring Water Management Skills

    ERIC Educational Resources Information Center

    Hummel, Hans G. K.; van Houcke, Jasper; Nadolski, Rob J.; van der Hiele, Tony; Kurvers, Hub; Lohr, Ansje

    2011-01-01

    This paper examines how learning outcomes from playing serious games can be enhanced by including scripted collaboration in the game play. We compared the quality of advisory reports, that students in the domain of water management had to draw up for an authentic case problem, both before and after collaborating on the problem with (virtual) peer…

  3. ICCE/ICCAI 2000 Full & Short Papers (Virtual Lab/Classroom/School).

    ERIC Educational Resources Information Center

    2000

    This document contains the following full and short papers on virtual laboratories, classrooms, and schools from ICCE/ICCAI 2000 (International Conference on Computers in Education/International Conference on Computer-Assisted Instruction): (1) "A Collaborative Learning Support System Based on Virtual Environment Server for Multiple…

  4. Virtual Mobility in Higher Education. The UNED Campus Net Program

    ERIC Educational Resources Information Center

    Aguado, Teresa; Monge, Fernando; Del Olmo, Alicia

    2014-01-01

    We present the UNED Virtual Mobility Campus Net Program, implemented since 2012 in collaboration with European and Latin American universities. Program's objectives, participating institutions, procedures, and evaluation are exposed. Virtual mobility is understood as a meaningful strategy for intercultural learning by studying an undergraduate or…

  5. Utilising a Collaborative Macro-Script to Enhance Student Engagement: A Mixed Method Study in a 3D Virtual Environment

    ERIC Educational Resources Information Center

    Bouta, Hara; Retalis, Symeon; Paraskeva, Fotini

    2012-01-01

    This study examines the effect of using an online 3D virtual environment in teaching Mathematics in Primary Education. In particular, it explores the extent to which student engagement--behavioral, affective and cognitive--is fostered by such tools in order to enhance collaborative learning. For the study we used a purpose-created 3D virtual…

  6. Distributed interactive virtual environments for collaborative experiential learning and training independent of distance over Internet2.

    PubMed

    Alverson, Dale C; Saiki, Stanley M; Jacobs, Joshua; Saland, Linda; Keep, Marcus F; Norenberg, Jeffrey; Baker, Rex; Nakatsu, Curtis; Kalishman, Summers; Lindberg, Marlene; Wax, Diane; Mowafi, Moad; Summers, Kenneth L; Holten, James R; Greenfield, John A; Aalseth, Edward; Nickles, David; Sherstyuk, Andrei; Haines, Karen; Caudell, Thomas P

    2004-01-01

    Medical knowledge and skills essential for tomorrow's healthcare professionals continue to change faster than ever before creating new demands in medical education. Project TOUCH (Telehealth Outreach for Unified Community Health) has been developing methods to enhance learning by coupling innovations in medical education with advanced technology in high performance computing and next generation Internet2 embedded in virtual reality environments (VRE), artificial intelligence and experiential active learning. Simulations have been used in education and training to allow learners to make mistakes safely in lieu of real-life situations, learn from those mistakes and ultimately improve performance by subsequent avoidance of those mistakes. Distributed virtual interactive environments are used over distance to enable learning and participation in dynamic, problem-based, clinical, artificial intelligence rules-based, virtual simulations. The virtual reality patient is programmed to dynamically change over time and respond to the manipulations by the learner. Participants are fully immersed within the VRE platform using a head-mounted display and tracker system. Navigation, locomotion and handling of objects are accomplished using a joy-wand. Distribution is managed via the Internet2 Access Grid using point-to-point or multi-casting connectivity through which the participants can interact. Medical students in Hawaii and New Mexico (NM) participated collaboratively in problem solving and managing of a simulated patient with a closed head injury in VRE; dividing tasks, handing off objects, and functioning as a team. Students stated that opportunities to make mistakes and repeat actions in the VRE were extremely helpful in learning specific principles. VRE created higher performance expectations and some anxiety among VRE users. VRE orientation was adequate but students needed time to adapt and practice in order to improve efficiency. This was also demonstrated successfully between Western Australia and UNM. We successfully demonstrated the ability to fully immerse participants in a distributed virtual environment independent of distance for collaborative team interaction in medical simulation designed for education and training. The ability to make mistakes in a safe environment is well received by students and has a positive impact on their understanding, as well as memory of the principles involved in correcting those mistakes. Bringing people together as virtual teams for interactive experiential learning and collaborative training, independent of distance, provides a platform for distributed "just-in-time" training, performance assessment and credentialing. Further validation is necessary to determine the potential value of the distributed VRE in knowledge transfer, improved future performance and should entail training participants to competence in using these tools.

  7. Creating a Collaborative Learning Community in the CIS Sandbox

    ERIC Educational Resources Information Center

    Frydenberg, Mark

    2013-01-01

    Purpose: The purpose of this paper is to investigate the impact of transforming a traditional university computer lab to create a collaborative learning community known as the CIS Sandbox, by remodeling a physical space and supporting it with a virtual presence through the use of social media tools. The discussion applies Selander's "designs for…

  8. Exploring Arizona K-12 Virtual Educator Experiences and Perspectives Developing Collaborative Learning Communities

    ERIC Educational Resources Information Center

    Cross, Deborah Iyron

    2015-01-01

    Arizona Online Instruction (AOI) provided an instructional alternative to nearly fifty thousand K-12 students in Arizona during the 2012-2013 school year. Growth in online education underscores the importance of evolving the role of the K-12 virtual teacher as the human agent (Turvey, 2008) demonstrating social learning theory (Bandura, 1977) by…

  9. The Learning Outcomes of Mentoring Library Science Students in Virtual World Reference: A Case Study

    ERIC Educational Resources Information Center

    Purpur, Geraldine; Morris, Jon Levi

    2015-01-01

    This article reports on the cognitive and affective development of students being mentored in virtual reference interview skills by professional librarians. The authors present a case study which examines the impact on student learning resulting from librarian mentor participation and collaboration with students on a course assignment. This study…

  10. The Global Classroom Project: Learning a Second Language in a Virtual Environment

    ERIC Educational Resources Information Center

    Knutzen, Brant; Kennedy, David

    2012-01-01

    This paper reports the progress of a pilot project exploring the integration of a collaborative virtual learning environment (Second Life) with the instruction of English courses at Lingnan University in Hong Kong. An educational partnership was developed with two TESOL teacher-training courses at Texas A&M University in the US. The project…

  11. Learning through Place-Making: Virtual Environments and Future Literacies

    ERIC Educational Resources Information Center

    Berry, Maryanne Susan

    2010-01-01

    This study examines a project through which elementary school and high school students collaborated with university Architecture/New Media students in building models of virtual, immersive libraries. It presents the project in the context of multiple and cross-disciplinary fields currently investigating the use of virtual and immersive…

  12. Learning Systems in Post-Statutory Education

    ERIC Educational Resources Information Center

    Catherall, Paul

    2008-01-01

    This article examines the broad scope of systemised learning (e-learning) in post-statutory education. Issues for discussion include the origins and forms of learning systems, including technical and educational concepts and approaches, such as distributed and collaborative learning. The VLE (Virtual Learning Environment) is defined as the…

  13. Immersive Environments - A Connectivist Approach

    NASA Astrophysics Data System (ADS)

    Loureiro, Ana; Bettencourt, Teresa

    We are conducting a research project with the aim of achieving better and more efficient ways to facilitate teaching and learning in Higher Level Education. We have chosen virtual environments, with particular emphasis to Second Life® platform augmented by web 2.0 tools, to develop the study. The Second Life® environment has some interesting characteristics that captured our attention, it is immersive; it is a real world simulator; it is a social network; it allows real time communication, cooperation, collaboration and interaction; it is a safe and controlled environment. We specifically chose tools from web 2.0 that enable sharing and collaborative way of learning. Through understanding the characteristics of this learning environment, we believe that immersive learning along with other virtual tools can be integrated in today's pedagogical practices.

  14. Supporting a Course in New Literacies and Skills for Linguists with a Virtual Learning Environment. Results from a Staff/Student Collaborative Action-Research Project at Coventry University

    ERIC Educational Resources Information Center

    Orsini-Jones, Marina

    2004-01-01

    This paper reports on the results of an action research project at Coventry University that consisted of the evaluation of a curriculum innovation supported by the use of the Virtual Learning Environment (VLE) WebCT, i.e. a new module (course): "Academic and Professional Skills for Language Learning". The project was carried out…

  15. Information Problem-Solving Skills in Small Virtual Groups and Learning Outcomes

    ERIC Educational Resources Information Center

    Garcia, Consuelo; Badia, Antoni

    2017-01-01

    This study investigated the frequency of use of information problem-solving (IPS) skills and its relationship with learning outcomes. During the course of the study, 40 teachers carried out a collaborative IPS task in small virtual groups in a 4-week online training course. The status of IPS skills was collected through self-reports handed in over…

  16. Collaboration, Reflection and Selective Neglect: Campus-Based Marketing Students' Experiences of Using a Virtual Learning Environment

    ERIC Educational Resources Information Center

    Molesworth, Mike

    2004-01-01

    Previous studies have suggested significant benefits to using computer-mediated communication in higher education and the development of the relevant skills may also be important for preparing students for their working careers. This study is a review of the introduction of a virtual learning environment to support a group of 60 campus-based,…

  17. Scottish and Austrian Perspectives on Delivering a Master's: From Paper to Virtual and from Individual to Collaborative

    ERIC Educational Resources Information Center

    McLuckie, Joseph A.; Naulty, Michael; Luchoomun, Dharmadeo; Wahl, Harald

    2009-01-01

    This article explores the transition in course delivery from a paper-based format to blended learning, and highlights the role of the virtual learning environment (VLE) in this process. Professional practice in postgraduate programmes in particular is investigated during this transition stage at the University of Dundee (UoD) in Scotland, and the…

  18. Perception of Democracy in Computer-Mediated Communication: Participation, Responsibility, Collaboration, and Reflection

    ERIC Educational Resources Information Center

    Gallego-Arrufat, Maria-Jesus; Gutiérrez-Santiuste, Elba

    2015-01-01

    We present a case study to analyze how higher education students attending a Spanish University (N = 100) democratize the virtual classroom by assuming responsibility for their learning and that of the other members of the class; participate actively in social, cognitive, and teaching issues; and collaborate by creating a learning community and…

  19. The Prototype of the Virtual Classroom.

    ERIC Educational Resources Information Center

    Wilson, Jack M.; Mosher, David N.

    1994-01-01

    Introduces an interactive distance learning environment prototype developed jointly by Rensselaer Polytechnic Institute (RPI) and AT&T which allows students to participate in virtual classroom environments by using computer teleconferencing. Student collaboration, note taking, question answering capabilities, project background, learning…

  20. The Doubtful Guest? A Virtual Research Environment for Education

    ERIC Educational Resources Information Center

    Laterza, Vito; Carmichael, Patrick; Procter, Richard

    2007-01-01

    In this paper the authors describe a novel "Virtual Research Environment" (VRE) based on the Sakai Virtual Collaboration Environment and designed to support education research. This VRE has been used for the past two years by projects of the UK Economic and Social Research Council's Teaching and Learning Research Programme, 10 of which…

  1. Students' Experiences of Learning in a Virtual Classroom

    ERIC Educational Resources Information Center

    Gedera, Dilani S. P.

    2014-01-01

    Online learning environments can offer learners opportunities for flexibility, interaction and collaboration distinctly different from face-to-face learning environments. However, the integration of educational technologies also presents challenges and concerns in relation to students' learning. This article attempts to develop a better…

  2. Trust-based Access Control in Virtual Learning Community

    NASA Astrophysics Data System (ADS)

    Wang, Shujuan; Liu, Qingtang

    The virtual learning community is an important application pattern of E-Learning. It emphasizes the cooperation of the members in the community, the members would like to share their learning resources, to exchange their experience and complete the study task together. This instructional mode has already been proved as an effective way to improve the quality and efficiency of instruction. At the present time, the virtual learning communities are mostly designed using static access control policy by which the access permission rights are authorized by the super administrator, the super administrator assigns different rights to different roles, but the virtual and social characteristics of virtual learning community make information sharing and collaboration a complex problem, the community realizes its instructional goal only if the members in it believe that others will offer the knowledge they owned and believe the knowledge others offered is well-meaning and worthy. This paper tries to constitute an effective trust mechanism, which could promise favorable interaction and lasting knowledge sharing.

  3. Assessing Online Collaborative Discourse.

    PubMed

    Breen, Henny

    2015-01-01

    This qualitative study using transcript analysis was undertaken to clarify the value of Harasim's Online Collaborative Learning Theory as a way to assess the collaborative process within nursing education. The theory incorporated three phases: (a) idea generating; (b) idea organizing; and (c) intellectual convergence. The transcripts of asynchronous discussions from a 2-week module about disaster nursing using a virtual community were analyzed and formed the data for this study. This study supports the use of Online Collaborative Learning Theory as a framework for assessing online collaborative discourse. Individual or group outcomes were required for the students to move through all three phases of the theory. The phases of the Online Collaborative Learning Theory could be used to evaluate the student's ability to collaborate. It is recommended that group process skills, which have more to do with interpersonal skills, be evaluated separately from collaborative learning, which has more to do with cognitive skills. Both are required for practicing nurses. When evaluated separately, the student learning needs are more clearly delineated. © 2014 Wiley Periodicals, Inc.

  4. Issues of Learning Games: From Virtual to Real

    ERIC Educational Resources Information Center

    Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane

    2013-01-01

    Our research work deals with the development of new learning environments, and we are particularly interested in studying the different aspects linked to users' collaboration in these environments. We believe that Game-based Learning can significantly enhance learning. That is why we have developed learning environments grounded on graphical…

  5. VBOT: Motivating computational and complex systems fluencies with constructionist virtual/physical robotics

    NASA Astrophysics Data System (ADS)

    Berland, Matthew W.

    As scientists use the tools of computational and complex systems theory to broaden science perspectives (e.g., Bar-Yam, 1997; Holland, 1995; Wolfram, 2002), so can middle-school students broaden their perspectives using appropriate tools. The goals of this dissertation project are to build, study, evaluate, and compare activities designed to foster both computational and complex systems fluencies through collaborative constructionist virtual and physical robotics. In these activities, each student builds an agent (e.g., a robot-bird) that must interact with fellow students' agents to generate a complex aggregate (e.g., a flock of robot-birds) in a participatory simulation environment (Wilensky & Stroup, 1999a). In a participatory simulation, students collaborate by acting in a common space, teaching each other, and discussing content with one another. As a result, the students improve both their computational fluency and their complex systems fluency, where fluency is defined as the ability to both consume and produce relevant content (DiSessa, 2000). To date, several systems have been designed to foster computational and complex systems fluencies through computer programming and collaborative play (e.g., Hancock, 2003; Wilensky & Stroup, 1999b); this study suggests that, by supporting the relevant fluencies through collaborative play, they become mutually reinforcing. In this work, I will present both the design of the VBOT virtual/physical constructionist robotics learning environment and a comparative study of student interaction with the virtual and physical environments across four middle-school classrooms, focusing on the contrast in systems perspectives differently afforded by the two environments. In particular, I found that while performance gains were similar overall, the physical environment supported agent perspectives on aggregate behavior, and the virtual environment supported aggregate perspectives on agent behavior. The primary research questions are: (1) What are the relative affordances of virtual and physical constructionist robotics systems towards computational and complex systems fluencies? (2) What can middle school students learn using computational/complex systems learning environments in a collaborative setting? (3) In what ways are these environments and activities effective in teaching students computational and complex systems fluencies?

  6. The Development of Second Language Critical Thinking in a Virtual Language Learning Environment: A Process-Oriented Mixed-Method Study

    ERIC Educational Resources Information Center

    Mroz, Aurore

    2015-01-01

    This article presents a process-oriented mixed-method study, focusing on the emergence of second language (L2) critical thinking (CT) skills in the collaborative discourse produced by a focal group of five college-level students of French working in a virtual language learning environment (the VLLE Cinet Second Life). Levels of CT ability were…

  7. Exploring the Social Competence of Students with Autism Spectrum Conditions in a Collaborative Virtual Learning Environment--The Pilot Study

    ERIC Educational Resources Information Center

    Cheng, Yufang; Ye, Jun

    2010-01-01

    Social reciprocity deficits are a core feature of the autism spectrum conditions (ASCs). Many individual with ASCs have difficulty with social interaction due to a frequent lack of social competence. This study focuses on using a virtual learning environment to help the deficiencies of social competence for people with ASCs, and to increase their…

  8. Immersive Collaboration Simulations: Multi-User Virtual Environments and Augmented Realities

    NASA Technical Reports Server (NTRS)

    Dede, Chris

    2008-01-01

    Emerging information technologies are reshaping the following: shifts in the knowledge and skills society values, development of new methods of teaching and learning, and changes in the characteristics of learning.

  9. Enhance Learning on Software Project Management through a Role-Play Game in a Virtual World

    ERIC Educational Resources Information Center

    Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis

    2016-01-01

    This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…

  10. Designing Teaching--Teaching Designing: Teacher's Guidance in a Virtual Design Studio

    ERIC Educational Resources Information Center

    Lahti, Henna; Seitamaa-Hakkarainen, Pirita

    2014-01-01

    This study examined pedagogical aspects of virtual designing. It focused on how an industrial design teacher organised a university course in plastic product design and how the teacher guided student teams' design processes in a virtual design studio. The model of Learning by Collaborative Design was used as a pedagogical and analytical framework.…

  11. Virtual Teams and International Business Teaching and Learning: The Case of the Global Enterprise Experience (GEE)

    ERIC Educational Resources Information Center

    Gonzalez-Perez, Maria Alejandra; Velez-Calle, Andres; Cathro, Virginia; Caprar, Dan V.; Taras, Vasyl

    2014-01-01

    The increasing importance of global virtual teams in business is reflected in the classroom by the increased adoption of activities that facilitate real-time cross-cultural interaction. This article documents the experience of students from two Colombian universities who participated in a collaborative international project using virtual teams as…

  12. CLEW: A Cooperative Learning Environment for the Web.

    ERIC Educational Resources Information Center

    Ribeiro, Marcelo Blois; Noya, Ricardo Choren; Fuks, Hugo

    This paper outlines CLEW (collaborative learning environment for the Web). The project combines MUD (Multi-User Dimension), workflow, VRML (Virtual Reality Modeling Language) and educational concepts like constructivism in a learning environment where students actively participate in the learning process. The MUD shapes the environment structure.…

  13. 76 FR 45334 - Innovative Techniques for Delivering ITS Learning; Request for Information

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-07-28

    ... training opportunities and the desire to use emerging social media tools to better engage and collaborate...; Collaborative--through the use of social media or other `virtual' meeting spaces; Designed for the adult learner... ITS deployers? 6. How might social media collaboration tools be used to engage audiences in ITS...

  14. Dynamic Group Formation as an Approach to Collaborative Learning Support

    ERIC Educational Resources Information Center

    Srba, Ivan; Bielikova, Maria

    2015-01-01

    In the current time of globalization, collaboration among people in virtual environments is becoming an important precondition of success. This trend is reflected also in the educational domain where students collaborate in various short-term groups created repetitively but changing in each round (e.g. in MOOCs). Students in these kind of dynamic…

  15. Collaboration and Dialogue in Virtual Reality

    ERIC Educational Resources Information Center

    Jensen, Camilla Gyldendahl

    2017-01-01

    "Virtual reality" adds a new dimension to problem-based learning (PBL) environments in the architecture and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with "Building Information…

  16. Collaborative Learning across Physical and Virtual Worlds: Factors Supporting and Constraining Learners in a Blended Reality Environment

    ERIC Educational Resources Information Center

    Bower, Matt; Lee, Mark J. W.; Dalgarno, Barney

    2017-01-01

    This article presents the outcomes of a pilot study investigating factors that supported and constrained collaborative learning in a blended reality environment. Pre-service teachers at an Australian university took part in a hybrid tutorial lesson involving a mixture of students who were co-located in the same face-to-face (F2F) classroom along…

  17. Virtual working systems to support R&D groups

    NASA Astrophysics Data System (ADS)

    Dew, Peter M.; Leigh, Christine; Drew, Richard S.; Morris, David; Curson, Jayne

    1995-03-01

    The paper reports on the progress at Leeds University to build a Virtual Science Park (VSP) to enhance the University's ability to interact with industry, grow its applied research and workplace learning activities. The VSP exploits the advances in real time collaborative computing and networking to provide an environment that meets the objectives of physically based science parks without the need for the organizations to relocate. It provides an integrated set of services (e.g. virtual consultancy, workbased learning) built around a structured person- centered information model. This model supports the integration of tools for: (a) navigating around the information space; (b) browsing information stored within the VSP database; (c) communicating through a variety of Person-to-Person collaborative tools; and (d) the ability to the information stored in the VSP including the relationships to other information that support the underlying model. The paper gives an overview of a generic virtual working system based on X.500 directory services and the World-Wide Web that can be used to support the Virtual Science Park. Finally the paper discusses some of the research issues that need to be addressed to fully realize a Virtual Science Park.

  18. ICCE/ICCAI 2000 Full & Short Papers (Creative Learning).

    ERIC Educational Resources Information Center

    2000

    This document contains the following full and short papers on creative learning from ICCE/ICCAI 2000 (International Conference on Computers in Education/International Conference on Computer-Assisted Instruction): (1) "A Collaborative Learning Support System Based on Virtual Environment Server for Multiple Agents" (Takashi Ohno, Kenji…

  19. Collaborative use of virtual patients after a lecture enhances learning with minimal investment of cognitive load.

    PubMed

    Marei, Hesham F; Donkers, Jeroen; Al-Eraky, Mohamed M; Van Merrienboer, Jeroen J G

    2018-05-25

    The use of virtual patients (VPs), due to their high complexity and/or inappropriate sequencing with other instructional methods, might cause a high cognitive load, which hampers learning. To investigate the efficiency of instructional methods that involved three different applications of VPs combined with lectures. From two consecutive batches, 171 out of 183 students have participated in lecture and VPs sessions. One group received a lecture session followed by a collaborative VPs learning activity (collaborative deductive). The other two groups received a lecture session and an independent VP learning activity, which either followed the lecture session (independent deductive) or preceded it (independent inductive). All groups were administrated written knowledge acquisition and retention tests as well as transfer tests using two new VPs. All participants completed a cognitive load questionnaire, which measured intrinsic, extraneous and germane load. Mixed effect analysis of cognitive load and efficiency using the R statistical program was performed. The highest intrinsic and extraneous load was found in the independent inductive group, while the lowest intrinsic and extraneous load was seen in the collaborative deductive group. Furthermore, comparisons showed a significantly higher efficiency, that is, higher performance in combination with lower cognitive load, for the collaborative deductive group than for the other two groups. Collaborative use of VPs after a lecture is the most efficient instructional method, of those tested, as it leads to better learning and transfer combined with lower cognitive load, when compared with independent use of VPs, either before or after the lecture.

  20. Virtual Jupiter - Real Learning

    NASA Astrophysics Data System (ADS)

    Ruzhitskaya, Lanika; Speck, A.; Laffey, J.

    2010-01-01

    How many earthlings went to visit Jupiter? None. How many students visited virtual Jupiter to fulfill their introductory astronomy courses’ requirements? Within next six months over 100 students from University of Missouri will get a chance to explore the planet and its Galilean Moons using a 3D virtual environment created especially for them to learn Kepler's and Newton's laws, eclipses, parallax, and other concepts in astronomy. The virtual world of Jupiter system is a unique 3D environment that allows students to learn course material - physical laws and concepts in astronomy - while engaging them into exploration of the Jupiter's system, encouraging their imagination, curiosity, and motivation. The virtual learning environment let students to work individually or collaborate with their teammates. The 3D world is also a great opportunity for research in astronomy education to investigate impact of social interaction, gaming features, and use of manipulatives offered by a learning tool on students’ motivation and learning outcomes. Use of 3D environment is also a valuable source for exploration of how the learners’ spatial awareness can be enhanced by working in 3-dimensional environment.

  1. Maker Culture and "Minecraft": Implications for the Future of Learning

    ERIC Educational Resources Information Center

    Niemeyer, Dodie J.; Gerber, Hannah R.

    2015-01-01

    Collaborative learning environments found with gaming communities can provide excellent structures to study the way that learners act within informal learning environments. For example, many of these gaming communities encourage gamers to create videogames and virtual world walkthroughs and commentaries. Walkthroughs and commentaries provide…

  2. Exploring the use of Virtual Field Trips with elementary school teachers: A collaborative action research approach

    NASA Astrophysics Data System (ADS)

    Scott, Jeffrey Lance

    This research examines how elementary school teachers, when supported, use Virtual Field Trips (VFTs) to address the curricula in meaningful ways. I conducted a qualitative study with six teachers, in a collaborative action research context over a six month period. The teachers, five males and one female, all taught either grade five or six and utilized Virtual Field Trips within a variety of curricula areas including science, social studies, music and language arts. In addition, the thesis examines resulting integration of technology into the regular classroom program as a product of the utilization of Virtual Field Trips. The process of collaborative action research was applied as a means of personal and professional growth both for the participants and the researcher/facilitator. By the end of the research study, all participants had learned to integrate Virtual Field Trips into their classroom program, albeit with different levels of success and in different curricula areas. The development of attitudes, skills and knowledge for students and teachers alike was fostered through the participation in Virtual Field Trips. A common concern regarding the utilization of Virtual Field Trips was the time spent locating an appropriate site that met curricula expectations. Participation in the collaborative action research process allowed each teacher to grow professionally, personally and socially. Each participant strongly encouraged the utilization of a long term project with a common area of exploration as a means for positive professional development. Implications and recommendations for future research on the utilization of Virtual Field Trips, as well as the viability of collaborative action research to facilitate teacher development are presented.

  3. High-Fidelity e-Learning: SEI’s Virtual Training Environment (VTE)

    DTIC Science & Technology

    2009-01-01

    Assessment 2.4 Collaboration 2.4.1 Peer-Student Collaboration 2.4.2 Instructor Support 2.5 Accessibility 2.6 Modularity 2.6.1 Design for Re-Use 2.6.2 Design ...ing Environment as an implementation of a high-fidelity e-Ieaming system. This report does not cover concepts of pedagogy or instructional design in e...pedagogical agents. This is the basis for Clark and Mayer’s Personalization principle for designing media for e-learning [Clark & Mayer 2003]. E-learning

  4. E-Learning in Science and Technology via a Common Learning Platform in a Lifelong Learning Project

    ERIC Educational Resources Information Center

    Priem, Freddy; De Craemer, Renaat; Calu, Johan; Pedreschi, Fran; Zimmer, Thomas; Saighi, Sylvain; Lilja, Jarmo

    2011-01-01

    This three-year Virtual Measurements Environment curriculum development project for higher education within the Lifelong Learning Programme of the European Union is the result of intense collaboration among four institutions, teaching applied sciences and technology. It aims to apply the principles and possibilities of evolved distance and…

  5. Validation of a Spanish Version of the Distance Education Learning Environments Survey (DELES) in Spain

    ERIC Educational Resources Information Center

    Fernández-Pascual, Maria Dolores; Ferrer-Cascales, Rosario; Reig-Ferrer, Abilio; Albaladejo-Blázquez, Natalia; Walker, Scott L.

    2015-01-01

    The aim of this study was to examine the validity of the Spanish version of the Distance Education Learning Environments Survey (Sp-DELES). This instrument assesses students' perceptions of virtual learning environments using six scales: Instructor Support, Student Interaction and Collaboration, Personal Relevance, Authentic Learning, Active…

  6. Virtual Reality for Collaborative E-Learning

    ERIC Educational Resources Information Center

    Monahan, Teresa; McArdle, Gavin; Bertolotto, Michela

    2008-01-01

    In the past, the term e-learning referred to any method of learning that used electronic delivery methods. With the advent of the Internet however, e-learning has evolved and the term is now most commonly used to refer to online courses. A multitude of systems are now available to manage and deliver learning content online. While these have proved…

  7. Virtual Teaching on the Tundra.

    ERIC Educational Resources Information Center

    McAuley, Alexander

    1998-01-01

    Describes how a teacher and a distance-learning consultant collaborate in using the Internet and Computer Supported Intentional Learning Environment (CISILE) to connect multicultural students on the harsh Baffin Island (Canada). Discusses the creation of the class's database and future implications. (AEF)

  8. Virtual Project Rooms for Education in Engineering

    ERIC Educational Resources Information Center

    van Vliet, Rudolf G.; Roeling, Monika M.; de Graaff, Rick; Pilot, Albert

    2004-01-01

    Virtual project rooms (VPRs) may support collaborative project-based learning groups by facilitating project management, documentation and communication. In this study a set of experiments was carried out at Eindhoven University of Technology using the MS Outlook/Exchange software as a groupware platform for design-oriented group projects. The…

  9. Enhancing Student Collaboration in Global Virtual Teams

    ERIC Educational Resources Information Center

    Kohut, Gary F.

    2012-01-01

    With the growth in the global economy and the rapid development of communication and information technologies, global virtual teams are quickly becoming the norm in the workplace. Research indicates, however, that many students have little or no experience working in such teams. Students who learn through these experiences benefit from higher task…

  10. International E-Benchmarking: Flexible Peer Development of Authentic Learning Principles in Higher Education

    ERIC Educational Resources Information Center

    Leppisaari, Irja; Vainio, Leena; Herrington, Jan; Im, Yeonwook

    2011-01-01

    More and more, social technologies and virtual work methods are facilitating new ways of crossing boundaries in professional development and international collaborations. This paper examines the peer development of higher education teachers through the experiences of the IVBM project (International Virtual Benchmarking, 2009-2010). The…

  11. The Reality of Virtual Learning.

    ERIC Educational Resources Information Center

    Berman, Sheldon

    1999-01-01

    Through a $7.5 million U.S. Department of Education grant, students at the Hudson (Massachusetts) Public Schools "attend" Virtual High School--a network of 30 schools in 10 states. Kids attend classes any time, work collaboratively, and choose among innovative, timely, technologically rich course offerings. Other sites are described.…

  12. How Virtual Team Leaders Cope with Creativity Challenges

    ERIC Educational Resources Information Center

    Han, Soo Jeoung; Chae, Chungil; Macko, Patricia; Park, Woongbae; Beyerlein, Michael

    2017-01-01

    Purpose: As technology-mediated communication improves, many organizations increasingly use new types of collaborative online tools to promote team-based learning and performance. The purpose of this study is to explore how virtual team leaders cope with process challenges in developing a context for team creativity. Design/methodology/approach:…

  13. Building a Collaborative Online Literary Experience

    ERIC Educational Resources Information Center

    Essid, Joe; Wilde, Fran

    2011-01-01

    Effective virtual simulations can embed participants in imaginary worlds. Researchers working in virtual worlds and gaming often refer to "immersion," a state in which a participant or player loses track of time and becomes one with the simulation. Immersive settings have been shown to deepen learning. Ken Hudson's work with students…

  14. Exploring Learning through Audience Interaction in Virtual Reality Dome Theaters

    NASA Astrophysics Data System (ADS)

    Apostolellis, Panagiotis; Daradoumis, Thanasis

    Informal learning in public spaces like museums, science centers and planetariums is increasingly popular during the last years. Recent advancements in large-scale displays allowed contemporary technology-enhanced museums to get equipped with digital domes, some with real-time capabilities like Virtual Reality systems. By conducting extensive literature review we have come to the conclusion that little to no research has been carried out on the leaning outcomes that the combination of VR and audience interaction can provide in the immersive environments of dome theaters. Thus, we propose that audience collaboration in immersive virtual reality environments presents a promising approach to support effective learning in groups of school aged children.

  15. Telemedicine and pediatric radiology: a new environment for training, learning, and interactive discussions.

    PubMed

    Monteiro, Alexandra M V; Corrêa, Diogo Goulart; Santos, Alair Augusto Sarmet M D; Cavalcanti, Silvio A; Sakuno, Telma; Filgueiras, Tereza; Just, Eduardo; Santos, Munique; Messina, Luiz Ary; Haddad, Ana Estela; Marchiori, Edson

    2011-12-01

    To report the experience of the Brazilian Program of Pediatric Teleradiology in combining teleconferencing and a virtual learning environment for services integration, collaborative research, and continuing education in pediatric radiology. We performed virtual meetings from March 2005 to October 2010 on pediatric radiology-related themes, using a combination of videoconferences and Web conferences, which were recorded and made available in an open-source software (Moodle) for reuse. We performed 58 virtual sessions: 29 anatomical-clinical-radiological sessions, 28 on upgrading themes, and 1 virtual symposium. The average of connected points was 12 by videoconference and 39 by Web conference, and of 450 participants per event. At the time of this writing, 318 physicians and students are registered in the virtual learning environment, with a total of 14,678 accesses. Telemedicine is being included in pediatric radiology practice, as a means for distance education, training, and continuing integration between groups.

  16. Synchronous E-Learning: Reflections and Design Considerations

    ERIC Educational Resources Information Center

    Tabak, Filiz; Rampal, Rohit

    2014-01-01

    This paper is a personal reflection on the design, development, and delivery of online synchronous conferencing as a pedagogical tool complementing traditional, face-to-face content delivery and learning. The purpose of the paper is to demonstrate how instructors can combine collaborative and virtual learning principles in course design. In…

  17. Encouraging Innovativeness through Computer-Assisted Collaborative Learning

    ERIC Educational Resources Information Center

    Thorsteinsson, Gisli; Page, Tom

    2012-01-01

    This article puts forward a three related case study series, using a Virtual Reality Learning Environment (VRLE) with a view to supporting the development of students' ideation skills in conventional primary and secondary education. This learning environment is fairly new and therefore it is necessary to examine its educational uses and determine…

  18. Bullying in Virtual Learning Communities.

    PubMed

    Nikiforos, Stefanos; Tzanavaris, Spyros; Kermanidis, Katia Lida

    2017-01-01

    Bullying through the internet has been investigated and analyzed mainly in the field of social media. In this paper, it is attempted to analyze bullying in the Virtual Learning Communities using Natural Language Processing (NLP) techniques, mainly in the context of sociocultural learning theories. Therefore four case studies took place. We aim to apply NLP techniques to speech analysis on communication data of online communities. Emphasis is given on qualitative data, taking into account the subjectivity of the collaborative activity. Finally, this is the first time such type of analysis is attempted on Greek data.

  19. Emerging technologies in education and training: applications for the laboratory animal science community.

    PubMed

    Ketelhut, Diane Jass; Niemi, Steven M

    2007-01-01

    This article examines several new and exciting communication technologies. Many of the technologies were developed by the entertainment industry; however, other industries are adopting and modifying them for their own needs. These new technologies allow people to collaborate across distance and time and to learn in simulated work contexts. The article explores the potential utility of these technologies for advancing laboratory animal care and use through better education and training. Descriptions include emerging technologies such as augmented reality and multi-user virtual environments, which offer new approaches with different capabilities. Augmented reality interfaces, characterized by the use of handheld computers to infuse the virtual world into the real one, result in deeply immersive simulations. In these simulations, users can access virtual resources and communicate with real and virtual participants. Multi-user virtual environments enable multiple participants to simultaneously access computer-based three-dimensional virtual spaces, called "worlds," and to interact with digital tools. They allow for authentic experiences that promote collaboration, mentoring, and communication. Because individuals may learn or train differently, it is advantageous to combine the capabilities of these technologies and applications with more traditional methods to increase the number of students who are served by using current methods alone. The use of these technologies in animal care and use programs can create detailed training and education environments that allow students to learn the procedures more effectively, teachers to assess their progress more objectively, and researchers to gain insights into animal care.

  20. CosmoQuest Collaborative: Galvanizing a Dynamic Professional Learning Network

    NASA Astrophysics Data System (ADS)

    Cobb, Whitney; Bracey, Georgia; Buxner, Sanlyn; Gay, Pamela L.; Noel-Storr, Jacob; CosmoQuest Team

    2016-10-01

    The CosmoQuest Collaboration offers in-depth experiences to diverse audiences around the nation and the world through pioneering citizen science in a virtual research facility. An endeavor between universities, research institutes, and NASA centers, CosmoQuest brings together scientists, educators, researchers, programmers—and citizens of all ages—to explore and make sense of our solar system and beyond. Leveraging human networks to expand NASA science, scaffolded by an educational framework that inspires lifelong learners, CosmoQuest engages citizens in analyzing and interpreting real NASA data, inspiring questions and defining problems.The QuestionLinda Darling-Hammond calls for professional development to be: "focused on the learning and teaching of specific curriculum content [i.e. NGSS disciplinary core ideas]; organized around real problems of practice [i.e. NGSS science and engineering practices] … [and] connected to teachers' collaborative work in professional learning community...." (2012) In light of that, what is the unique role CosmoQuest's virtual research facility can offer NASA STEM education?A Few AnswersThe CosmoQuest Collaboration actively engages scientists in education, and educators (and learners) in science. CosmoQuest uses social channels to empower and expand NASA's learning community through a variety of media, including science and education-focused hangouts, virtual star parties, and social media. In addition to creating its own supportive, standards-aligned materials, CosmoQuest offers a hub for excellent resources and materials throughout NASA and the larger astronomy community.In support of CosmoQuest citizen science opportunities, CQ initiatives (Learning Space, S-ROSES, IDEASS, Educator Zone) will be leveraged and shared through the CQPLN. CosmoQuest can be present and alive in the awareness its growing learning community.Finally, to make the CosmoQuest PLN truly relevant, it aims to encourage partnerships between scientists and educators, and offer "just-in-time" opportunities to support constituents exploring emerging NASA STEM education, from diverse educators to the curious learner of any age.

  1. Learning Spaces and Collaborative Work: Barriers or Supports?

    ERIC Educational Resources Information Center

    King, Hayley

    2016-01-01

    Drawing on 18 months of fieldwork, this article discusses the use of physical, virtual and social space to support collaborative work in translator education programs. The study adopted a contrastive ethnography approach that incorporated single- and multiple-case design rationales for site selection. Extended observation, informal chats and…

  2. [The informatics: a remarkable tool for teaching general internal medicine].

    PubMed

    Ombelli, Julien; Pasche, Olivier; Sohrmann, Marc; Monti, Matteo

    2015-05-13

    INTERMED training implies a three week course, integrated in the "primary care module" for medical students in the first master year at the school of medicine in Lausanne. INTERMED uses an innovative teaching method based on repetitive sequences of e-learning-based individual learning followed by collaborative learning activities in teams, named Team-based learning (TBL). The e-learning takes place in a web-based virtual learning environment using a series of interactive multimedia virtual patients. By using INTERMED students go through a complete medical encounter applying clinical reasoning and choosing the diagnostic and therapeutic approach. INTERMED offers an authentic experience in an engaging and safe environment where errors are allowed and without consequences.

  3. Inspiring Equal Contribution and Opportunity in a 3D Multi-User Virtual Environment: Bringing Together Men Gamers and Women Non-Gamers in Second Life[R

    ERIC Educational Resources Information Center

    deNoyelles, Aimee; Seo, Kay Kyeong-Ju

    2012-01-01

    A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life[R], a multi-user virtual environment intended for adult users 18 and…

  4. Virtual Seminars and Their Impact on the Role of the Teaching Staff.

    ERIC Educational Resources Information Center

    Jelfs, Anne; Colbourn, Chris

    2002-01-01

    Discusses current demands on teaching staff in United Kingdom higher education and the impact these demands have when teaching through electronic resources. Topics include collaborative small-group learning; transferable skills; nontraditional students; the role of the tutor; social theories of education; and a case study of virtual seminars for…

  5. Negotiation for Action: English Language Learning in Game-Based Virtual Worlds

    ERIC Educational Resources Information Center

    Zheng, Dongping; Young, Michael F.; Wagner, Manuela Maria; Brewer, Robert A.

    2009-01-01

    This study analyzes the user chat logs and other artifacts of a virtual world, "Quest Atlantis" (QA), and proposes the concept of Negotiation for Action (NfA) to explain how interaction, specifically, avatar-embodied collaboration between native English speakers and nonnative English speakers, provided resources for English language acquisition.…

  6. The Virtual Factory Teaching System (VFTS): Project Review and Results.

    ERIC Educational Resources Information Center

    Kazlauskas, E. J.; Boyd, E. F., III; Dessouky, M. M.

    This paper presents a review of the Virtual Factory Teaching (VFTS) project, a Web-based, multimedia collaborative learning network. The system allows students, working alone or in teams, to build factories, forecast demand for products, plan production, establish release rules for new work into the factory, and set scheduling rules for…

  7. Belle2VR: A Virtual-Reality Visualization of Subatomic Particle Physics in the Belle II Experiment.

    PubMed

    Duer, Zach; Piilonen, Leo; Glasson, George

    2018-05-01

    Belle2VR is an interactive virtual-reality visualization of subatomic particle physics, designed by an interdisciplinary team as an educational tool for learning about and exploring subatomic particle collisions. This article describes the tool, discusses visualization design decisions, and outlines our process for collaborative development.

  8. A Theoretical Cybernetic Macro-Script to Articulate Collaborative Interactions of Cyber Entities in Virtual Worlds

    ERIC Educational Resources Information Center

    Pellas, Nikolaos

    2014-01-01

    Nowadays, the dissemination and exploitation of three-dimensional (3D) multi-user virtual worlds in higher education have been disclosed from their widespread acceptance as candidate learning platforms. However, it is still lacking a theoretical cybernetic macro-script to elaborate the coordination of multiple complex interactions among…

  9. EarthShapes: Potential for Place-Based Teacher Learning between the Virtual and the Actual

    ERIC Educational Resources Information Center

    Triggs, Valerie

    2009-01-01

    This contribution investigates a recent research project involving in-service teacher learning as experienced through an online/offline art studio in which common experiences of relationships to particular local landforms generate imaginative and collaborative processes and practices of teaching and learning. EarthShapes Studio is both a…

  10. Enhancing and Transforming Global Learning Communities with Augmented Reality

    ERIC Educational Resources Information Center

    Frydenberg, Mark; Andone, Diana

    2018-01-01

    Augmented and virtual reality applications bring new insights to real world objects and scenarios. This paper shares research results of the TalkTech project, an ongoing study investigating the impact of learning about new technologies as members of global communities. This study shares results of a collaborative learning project about augmented…

  11. From Commons to Classroom: The Evolution of Learning Spaces in Academic Libraries

    ERIC Educational Resources Information Center

    Karasic, Victoria

    2016-01-01

    Over the past two decades, academic library spaces have evolved to meet the changing teaching and learning needs of diverse campus communities. The Information Commons combines the physical and virtual in an informal library space, whereas the recent Active Learning Classroom creates a more formal setting for collaboration. As scholarship has…

  12. Developing Global Leaders: Building Effective Global- Intercultural Collaborative Online Learning Environments

    ERIC Educational Resources Information Center

    Ivy, Karen Lynne-Daniels

    2017-01-01

    This paper shares the findings of a study conducted on a virtual inter-cultural global leadership development learning project. Mixed Methods analysis techniques were used to examine the interviews of U.S. and Uganda youth project participants. The study, based on cultural and social constructivist learning theories, investigated the effects of…

  13. Effects of Group Reflection Variations in Project-Based Learning Integrated in a Web 2.0 Learning Space

    ERIC Educational Resources Information Center

    Kim, Paul; Hong, Ji-Seong; Bonk, Curtis; Lim, Gloria

    2011-01-01

    A Web 2.0 environment that is coupled with emerging multimodal interaction tools can have considerable influence on team learning outcomes. Today, technologies supporting social networking, collective intelligence, emotional interaction, and virtual communication are introducing new forms of collaboration that are profoundly impacting education.…

  14. A Skype-Buddy Model for Blended Learning

    ERIC Educational Resources Information Center

    Macharaschwili, Carmen E.; Coggin, Linda Skidmore

    2013-01-01

    Online learning in higher education allows distance education students to complete degree requirements in virtual environments. Universities are challenged with providing quality education experiences for these students and meet the students' needs for engagement and challenge within a collaborative framework. This study proposes how Voice over…

  15. Connectivism: 21st Century's New Learning Theory

    ERIC Educational Resources Information Center

    Kropf, Dorothy C.

    2013-01-01

    Transformed into a large collaborative learning environment, the Internet is comprised of information reservoirs namely, (a) online classrooms, (b) social networks, and (c) virtual reality or simulated communities, to expeditiously create, reproduce, share, and deliver information into the hands of educators and students. Most importantly, the…

  16. Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments: A Review of the Literature

    PubMed Central

    2008-01-01

    The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger’s Diffusion of Innovations Theory and Siemens’ Connectivism Theory for today’s learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare. PMID:18762473

  17. Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: a review of the literature.

    PubMed

    Hansen, Margaret M

    2008-09-01

    The author provides a critical overview of three-dimensional (3-D) virtual worlds and "serious gaming" that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger's Diffusion of Innovations Theory and Siemens' Connectivism Theory for today's learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare.

  18. Virtual Collaborations in the Spanish Class: From E-Mail to Web Design and CD-ROM Development.

    ERIC Educational Resources Information Center

    Hellebrandt, Josef

    1999-01-01

    Modern technologies can provide language students with authentic content and contextualized, collaborative learning situations. This article illustrates how e-mail exchanges, Web exercises, and CD-ROM development between students in the United States and organizations in Ecuador can promote contextualized and authentic practice of Spanish language…

  19. Programming for Fun: MUDs as a Context for Collaborative Learning.

    ERIC Educational Resources Information Center

    Bruckman, Amy

    Multi-User Dungeons (MUDs), are text-based virtual reality environments in which participants separated by great physical distances can communicate and collaborate in programming. Most MUDs started out as adventure games but are quickly being adapted for more "serious" endeavors. This paper presents a case study of the experiences of a…

  20. Lost in Interaction in IMS Learning Design Runtime Environments

    ERIC Educational Resources Information Center

    Derntl, Michael; Neumann, Susanne; Oberhuemer, Petra

    2014-01-01

    Educators are exploiting the advantages of advanced web-based collaboration technologies and massive online interactions. Interactions between learners and human or nonhuman resources therefore play an increasingly important pedagogical role, and the way these interactions are expressed in the user interface of virtual learning environments is…

  1. Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices.

    ERIC Educational Resources Information Center

    Barab, Sasha A.; Hay, Kenneth E.; Barnett, Michael; Squire, Kurt

    2001-01-01

    Explored learning and instruction within a technology-rich, collaborative, participatory learning environment by tracking the emergence of shared understanding and products through student and teacher practices. Found that becoming knowledgeably skillful with respect to a particular practice or concept is a multigenerational process, evolving in…

  2. Introducing Group-Based Asynchronous Learning to Business Education. Reflections on Effective Course Design and Delivery

    ERIC Educational Resources Information Center

    Walker, Richard; Arnold, Ivo

    2004-01-01

    This paper explores the contribution of virtual tools to student learning within full-time management programmes. More specifically, the paper focuses on asynchronous communication tools, considering the scope they offer for group-based collaborative learning outside the classroom. We report on the effectiveness of this approach for an economics…

  3. Integrating Learning Services in the Cloud: An Approach That Benefits Both Systems and Learning

    ERIC Educational Resources Information Center

    Gutiérrez-Carreón, Gustavo; Daradoumis, Thanasis; Jorba, Josep

    2015-01-01

    Currently there is an increasing trend to implement functionalities that allow for the development of applications based on Cloud computing. In education there are high expectations for Learning Management Systems since they can be powerful tools to foster more effective collaboration within a virtual classroom. Tools can also be integrated with…

  4. What People Talk About in Virtual Worlds

    NASA Astrophysics Data System (ADS)

    Maher, Mary Lou

    This chapter examines what people talk about in virtual worlds, employing protocol analysis. Each of two scenario studies was developed to assess the impact of virtual worlds as a collaborative environment for a specific purpose: one for learning and one for designing. The first designed a place in Active Worlds for a course on Web Site Design, having group learning spaces surrounded by individual student galleries. Student text chat was analyzed through a coding scheme with four major categories: control, technology, learning, and place. The second studied expert architects in a Second Life environment called DesignWorld that combined 3D modeling and sketching tools. Video and audio recordings were coded in terms of four categories of communication content (designing, representation of the model, awareness of each other, and software features), and in terms of synthesis comparing alternative designs versus analysis of how well the proposed solution satisfies the given design task. Both studies found that people talk about their avatars, identity, and location in the virtual world. However, the discussion is chiefly about the task and not about the virtual world, implying that virtual worlds provide a viable environment for learning and designing that does not distract people from their task.

  5. State of the Art Review of Human-Human Collaboration Research: An Integrated, Multidisciplinary Perspective

    DTIC Science & Technology

    2002-10-31

    NJ: Lawrence Erlbaum. Jamal, T. B. & Getz, D. (1995). Collaboration Theory and Community Tourism Planning. Annals of Tourism Planning...Surveys, 31. Jamal, T. B. & Getz, D. (1995). Collaboration Theory and Community Tourism Planning. Annals of Tourism Planning Research, 22 (1...granum/altdocs/dav_alt.htm. Jorn, L. A., Duin, A. H., & Wahlstrom, B. J. (1996). Designing and Managing Virtual Learning ommunities . IEEE

  6. Proposing a Wiki-Based Technique for Collaborative Essay Writing (Propuesta de un modelo pedagógico para la escritura colaborativa de ensayos en un entorno virtual wiki)

    ERIC Educational Resources Information Center

    Ortiz Navarrete, Mabel; Ferreira Cabrera, Anita

    2014-01-01

    This paper aims at proposing a technique for students learning English as a foreign language when they collaboratively write an argumentative essay in a wiki environment. A wiki environment and collaborative work play an important role within the academic writing task. Nevertheless, an appropriate and systematic work assignment is required in…

  7. Expanding CERC beyond public health: sharing best practices with healthcare managers via virtual learning.

    PubMed

    Hewitt, Anne M; Spencer, Susan S; Ramloll, Rameshsharma; Trotta, Heidi

    2008-10-01

    Developed by the Center for Disease Control and Prevention in 2002, the Crisis Emergency and Risk Communication (CERC) training module is a nationally and internationally recognized communication model. With the looming threat of a pandemic and the potential for a protracted ongoing siege, a valuable opportunity exists to introduce crisis and emergency preparedness communication best practices to a new population--health care managers and administrators. The CERC toolkit and resources, provide an easy, turn-key solution and a validated template for educators who are not directly involved in public health education but desire to share this content. In this example, graduate students enrolled in an Master of Health Administration program, used a Play2Train scenario, located in the virtual learning environment of SecondLife (2007), to incorporate concepts from the CERC model. By applying the CERC best practices in a real-time virtual learning scenario, students learned collaboration and the leadership competencies necessary to help implement Joint Commission on Accreditation of Health Organizations emergency communication protocols and community collaboration requirements. By expanding the impact of the CERC model and developing unified risk communication responses and information sharing, all health professionals can enhance the effectiveness of their emergency preparedness plans so that the public can be better served.

  8. Virtual Labs and Virtual Worlds

    NASA Astrophysics Data System (ADS)

    Boehler, Ted

    2006-12-01

    Virtual Labs and Virtual Worlds Coastline Community College has under development several virtual lab simulations and activities that range from biology, to language labs, to virtual discussion environments. Imagine a virtual world that students enter online, by logging onto their computer from home or anywhere they have web access. Upon entering this world they select a personalized identity represented by a digitized character (avatar) that can freely move about, interact with the environment, and communicate with other characters. In these virtual worlds, buildings, gathering places, conference rooms, labs, science rooms, and a variety of other “real world” elements are evident. When characters move about and encounter other people (players) they may freely communicate. They can examine things, manipulate objects, read signs, watch video clips, hear sounds, and jump to other locations. Goals of critical thinking, social interaction, peer collaboration, group support, and enhanced learning can be achieved in surprising new ways with this innovative approach to peer-to-peer communication in a virtual discussion world. In this presentation, short demos will be given of several online learning environments including a virtual biology lab, a marine science module, a Spanish lab, and a virtual discussion world. Coastline College has been a leader in the development of distance learning and media-based education for nearly 30 years and currently offers courses through PDA, Internet, DVD, CD-ROM, TV, and Videoconferencing technologies. Its distance learning program serves over 20,000 students every year. sponsor Jerry Meisner

  9. Supporting Social Awareness in Collaborative E-Learning

    ERIC Educational Resources Information Center

    Lambropoulos, Niki; Faulkner, Xristine; Culwin, Fintan

    2012-01-01

    In the last decade, we have seen the emergence of virtual learning environments. Initially, these environments were a little more than document repositories that tutor used unicast to the students. Informed in part by social constructivist theories of education, later environments included capabilities for tutor-student and student-student,…

  10. Speaking Personally--With John "Pathfinder" Lester

    ERIC Educational Resources Information Center

    Beaubois, Terry

    2013-01-01

    John Lester is currently the chief learning officer at ReactionGrid, a software company developing 3-D simulations and multiuser virtual world platforms. Lester's background includes working with Linden Lab on Second Life's education activities and neuroscience research. His primary focus is on collaborative learning and instructional…

  11. Creating a Rich Learning Environment for Remote Postgraduate Learners

    ERIC Educational Resources Information Center

    Lonie, Anne-Louise; Andrews, Trish

    2009-01-01

    At Rangelands Australia, a centre in the School of Natural and Rural Systems Management at the University of Queensland, we have recently trialled virtual classroom technology for the delivery of postgraduate support courses. We wanted to explore the capacity of this learning modality to provide collaborative, interactive, synchronous learning…

  12. Innovation in engineering education through computer assisted learning and virtual university model

    NASA Astrophysics Data System (ADS)

    Raicu, A.; Raicu, G.

    2015-11-01

    The paper presents the most important aspects of innovation in Engineering Education using Computer Assisted Learning. The authors propose to increase the quality of Engineering Education programs of study at European standards. The use of computer assisted learning methodologies in all studies is becoming an important resource in Higher Education. We intend to improve the concept of e-Learning using virtual terminals, online support and assisting special training through live seminars and interactive labs to develop a virtual university model. We intend to encourage computer assisted learning and innovation as sources of competitive advantage, to permit vision and learning analysis, identifies new sources of technology and ideas. Our work is based on our university datasets collected during last fifteen years using several e-Learning systems. In Constanta Maritime University (CMU), using eLearning and Knowledge Management Services (KMS) is very important and we apply it effectively to achieve strategic objectives, such as collaboration, sharing and good practice. We have experience in this field since 2000 year using Moodle as KMS in our university. The term KMS can be associated to Open Source Software, Open Standards, Open Protocols and Open Knowledge licenses, initiatives and policies. In CMU Virtual Campus we have today over 12500 active users. Another experience of the authors is the implementation of MariTrainer Wiki educational platform based on Dokeos and DekiWiki under MARICOMP and MEP Leonardo da Vinci Project. We'll also present in this paper a case study under EU funded project POSDRU, where the authors implemented other educational platform in Technological High Schools from Romania used over 1000 teachers. Based on large datasets the study tries to improve the concept of e-Learning teaching using the revolutionary technologies. The new concept present in this paper is that the teaching and learning will be interactive and live. The new and modern techniques are the flexible learning courses, the production of learning demonstrators and testing. All the information from the virtual educational platform remain open space, communication between participants and continued after graduation, so we can talk about creating and maintaining a community of graduates, a partnership with them. Every European University must have a department which aims to provide computer assisted learning using knowledge creation through learning, capture and explication, sharing and collaborative communication, access, use and reuse and knowledge archiving.

  13. "Juxtapose": An Exploration of Mobile Augmented Reality Collaborations and Professional Practices in a Creative Learning Environment

    ERIC Educational Resources Information Center

    Menorath, Darren; Antonczak, Laurent

    2017-01-01

    This paper examines the state of the art of mobile Augmented Reality (AR) and mobile Virtual Reality (VR) in relation to collaboration and professional practices in a creative digital environment and higher education. To support their discussion, the authors use a recent design-based research project named "Juxtapose," which explores…

  14. "CityVille": Collaborative Game Play, Communication and Skill Development in Social Networks

    ERIC Educational Resources Information Center

    Del-Moral, María-Esther; Guzmán-Duque, Alba-Patricia

    2014-01-01

    This paper has as its aim to analyze how CityVille, a videogame hosted on Facebook and oriented to the construction of a virtual city, can favor collaboration between gamers along with the exchange of strategies, equally contributing to learning transfer and skill acquisition. The first step consists in identifying the opportunities which the said…

  15. Designing for Problem-Based Learning in a Collaborative STEM Lab: A Case Study

    ERIC Educational Resources Information Center

    Estes, Michele D.; Liu, Juhong; Zha, Shenghua; Reedy, Kim

    2014-01-01

    Higher education institutions are using virtual telepresence systems to engage in collaborative course redesign and research projects. These systems hold promise and challenge for inter-institutional work in STEM areas. This paper describes a case study involving two universities in the 4-VA consortium, and the redesign of a shared STEM lab. The…

  16. Improved Learning Efficiency and Increased Student Collaboration through Use of Virtual Microscopy in the Teaching of Human Pathology

    ERIC Educational Resources Information Center

    Braun, Mark W.; Kearns, Katherine D.

    2008-01-01

    The implementation of virtual microscopy in the teaching of pathology at the Bloomington, Indiana extension of the Indiana University School of Medicine permitted the assessment of student attitudes, use and academic performance with respect to this new technology. A gradual and integrated approach allowed the parallel assessment with respect to…

  17. Navigating Massively Multiplayer Online Games: Evaluating 21st Century Skills for Learning within Virtual Environments

    ERIC Educational Resources Information Center

    McCreery, Michael P.; Schrader, P. G.; Krach, S. Kathleen

    2011-01-01

    There is a substantial and growing interest in immersive virtual spaces as contexts for 21st century skills like problem solving, communication, and collaboration. However, little consideration has been given to the ways in which users become proficient in these environments or what types of target behaviors are associated with 21st century…

  18. Feasibility of a virtual learning collaborative to implement an obesity QI project in 29 pediatric practices.

    PubMed

    John, Tamara; Morton, Michaela; Weissman, Mark; O'Brien, Ellen; Hamburger, Ellen; Hancock, Yolandra; Moon, Rachel Y

    2014-04-01

    Quality improvement (QI) activities are required to maintain board certification in pediatrics. However, because of lack of training and resources, pediatricians may feel overwhelmed by the need to implement QI activities. Pediatricians also face challenges when caring for overweight and obese children. To create a virtual (online) QI learning collaborative through which pediatric practices could easily develop and implement a continuous QI process. Prospective cohort. Pediatric practices that were part of the Children's National Health Network were invited to participate, with the option to receive continuing medical education and maintenance of certification credits. s) Practices conducted baseline and monthly chart audits, participated in educational webinars and selected monthly practice changes, using Plan-Do-Study-Act cycles. Practices reported activities monthly and periodic feedback was provided to practices about their performance. s) Improvement in (i) body mass index (BMI) percentile documentation, (ii) appropriate nutritional and activity counseling and (iii) follow-up management for high-risk patients. Twenty-nine practices (120 providers) participated, and 24 practices completed all program activities. Monthly chart audits demonstrated continuous improvement in documentation of BMI, abnormal weight diagnosis, nutrition and activity screening and counseling, weight-related health messages and follow-up management of overweight and obese patients. Impact of QI activities on visit duration and practice efficiency was minimal. A virtual learning collaborative was successful in providing a framework for pediatricians to implement a continuous QI process and achieve practice improvements. This format can be utilized to address multiple health issues.

  19. Designing a Virtual Research Facility to motivate Professional-Citizen Collaboration

    NASA Astrophysics Data System (ADS)

    Gay, Pamela

    In order to handle the onslaught of data spilling from telescopes on the Earth and on orbit, CosmoQuest has created a virtual research facility that allows the public to collaborate with science teams on projects that would otherwise lack the necessary human resources. This second-generation citizen science site goes beyond asking people to click on images to also engaging them in taking classes, attending virtual seminars, and participating in virtual star parties. These features were introduced to try and expand the diversity of motivations that bring people to the project and to keep them engaged overtime - just as a research center seeks to bring a diversity of people together to work and learn over time. In creating the CosmoQuest Virtual Research Facility, we sought to answer the question, “What would happen if we provided the public with the same kinds of facilities scientists have, and invite them to be our collaborators?” It had already been observed that the public readily attends public science lectures, open houses at science facilities, and education programs such as star parties. It was hoped that by creating a central facility, we could build a community of people learning and doing science in a productive manner. In order to be successful, we needed to first create the facility, then test if people were coming both to learn and to do science, and finally to verify that people were doing legitimate science. During the past 18 months of operations, we have continued to work through each of these stages, as discussed talk. At this early date, progress is on-going, and much research remains to be done, but all indications show that we are on our way to building a community of people learning and doing science. During 2013-2014, a series of studies looked at the motivations of CosmoQuest users, as well as their forms of site interactions. During this talk, we will review these results, as well as the demographics of our user population.

  20. An Inverse MOOC Model: Small Virtual Field Geology Classes with Many Teachers (Invited)

    NASA Astrophysics Data System (ADS)

    De Paor, D. G.; Whitmeyer, S. J.; Bentley, C.

    2013-12-01

    In the Massive Open Online Courses (MOOCs) mode of instruction, one or a small group of collaborating instructors lecture online to a large (often extremely large) number of students. We are experimenting with an inverse concept: an online classroom in which a small group of collaborating students are taught by dozens of collaborating instructors. This experiment is part of a new NSF TUES Type 3 project titled 'Google Earth for Onsite and Distance Education (GEODE).' Among the goals of the project are the development of an online course called the 'Grand Tour.' We are inviting dozens of colleagues to record virtual field trips (VFTs) and upload them to Google Earth. Students enrolled in the course will be assigned to a small group and tasked with a research project--for example to write a report on foreland thrust belts. They will select a small subset of available VFTs to follow and will be scaffolded by virtual specimens, emergent cross sections, analytical simulations (virtual tricorders), and a game style environment. Instant feedback based on auto-logging will enable adaptive learning. The design is suited to both onsite and distance education and will facilitate access to iconic geologic sites around the world to persons with mobility constraints. We invite input from the community to help guide the design phase of this project. Prototypes of the above-listed learning resources have already been developed and are freely available at http://www.DigitalPlanet.org.

  1. Wikis, blogs and podcasts: a new generation of Web-based tools for virtual collaborative clinical practice and education.

    PubMed

    Boulos, Maged N Kamel; Maramba, Inocencio; Wheeler, Steve

    2006-08-15

    We have witnessed a rapid increase in the use of Web-based 'collaborationware' in recent years. These Web 2.0 applications, particularly wikis, blogs and podcasts, have been increasingly adopted by many online health-related professional and educational services. Because of their ease of use and rapidity of deployment, they offer the opportunity for powerful information sharing and ease of collaboration. Wikis are Web sites that can be edited by anyone who has access to them. The word 'blog' is a contraction of 'Web Log' - an online Web journal that can offer a resource rich multimedia environment. Podcasts are repositories of audio and video materials that can be "pushed" to subscribers, even without user intervention. These audio and video files can be downloaded to portable media players that can be taken anywhere, providing the potential for "anytime, anywhere" learning experiences (mobile learning). Wikis, blogs and podcasts are all relatively easy to use, which partly accounts for their proliferation. The fact that there are many free and Open Source versions of these tools may also be responsible for their explosive growth. Thus it would be relatively easy to implement any or all within a Health Professions' Educational Environment. Paradoxically, some of their disadvantages also relate to their openness and ease of use. With virtually anybody able to alter, edit or otherwise contribute to the collaborative Web pages, it can be problematic to gauge the reliability and accuracy of such resources. While arguably, the very process of collaboration leads to a Darwinian type 'survival of the fittest' content within a Web page, the veracity of these resources can be assured through careful monitoring, moderation, and operation of the collaborationware in a closed and secure digital environment. Empirical research is still needed to build our pedagogic evidence base about the different aspects of these tools in the context of medical/health education. If effectively deployed, wikis, blogs and podcasts could offer a way to enhance students', clinicians' and patients' learning experiences, and deepen levels of learners' engagement and collaboration within digital learning environments. Therefore, research should be conducted to determine the best ways to integrate these tools into existing e-Learning programmes for students, health professionals and patients, taking into account the different, but also overlapping, needs of these three audience classes and the opportunities of virtual collaboration between them. Of particular importance is research into novel integrative applications, to serve as the "glue" to bind the different forms of Web-based collaborationware synergistically in order to provide a coherent wholesome learning experience.

  2. Collaboration through Role Play among Graduate Students in Educational Leadership in Distance Learning

    ERIC Educational Resources Information Center

    Howard, Barbara B.; McClannon, Terry W.; Wallace, Paul R.

    2014-01-01

    This project addresses the challenge of preparing educational leaders for future roles in administration in K-12 schools. Through a project-based learning scenario set in a 3-D virtual world, graduate students in school administration and instructional technology worked together in simulated school teams to develop proposals for integrating…

  3. Modelling Digital Natives' International Collaboration: Finnish-Korean Experiences of Environmental Education

    ERIC Educational Resources Information Center

    Leppisaari, Irja; Lee, Okhwa

    2012-01-01

    A new generation of young learners often described as digital native school children are attitudinally and technically equipped to employ social media as a social process in learning. However, few international virtual learning projects have been implemented and researched. This article examines a trial which aimed to combine viable technology…

  4. Social Networking: A Collaborative Open Educational Resource

    ERIC Educational Resources Information Center

    Toetenel, Lisette

    2014-01-01

    Studies undertaken since the introduction of Web 2.0 have focussed mainly on open educational resources (OERs) such as email, blogging and virtual learning environments. No consistent efforts have been undertaken to study the use of social networking sites as a tool for learning in the second language classroom. This study examined the use of…

  5. To Enhance Collaborative Learning and Practice Network Knowledge with a Virtualization Laboratory and Online Synchronous Discussion

    ERIC Educational Resources Information Center

    Hwang, Wu-Yuin; Kongcharoen, Chaknarin; Ghinea, Gheorghita

    2014-01-01

    Recently, various computer networking courses have included additional laboratory classes in order to enhance students' learning achievement. However, these classes need to establish a suitable laboratory where each student can connect network devices to configure and test functions within different network topologies. In this case, the Linux…

  6. Transforming the Classroom for Collaborative Learning in the 21st Century

    ERIC Educational Resources Information Center

    Christen, Amy

    2009-01-01

    Today's hyper-connected students live in a world of instant interpersonal communications and virtually infinite access to information and educational resources. But this networked world, and the powerful learning tools it offers, has yet to penetrate the typical classroom. In many ways educational institutions are spinning their curricular wheels,…

  7. Awareness of Cognitive and Social Behaviour in a CSCL Environment

    ERIC Educational Resources Information Center

    Kirschner, P. A.; Kreijns, K.; Phielix, C.; Fransen, J.

    2015-01-01

    Most distributed and virtual online environments for and pedagogies of computer-supported collaborative learning (CSCL) neglect the social and social-emotional aspects underlying the group dynamics of learning and working in a CSCL group. These group dynamics often determine whether the group will develop into a well-performing team and whether a…

  8. Internet messenger based smart virtual class learning using ubiquitous computing

    NASA Astrophysics Data System (ADS)

    Umam, K.; Mardi, S. N. S.; Hariadi, M.

    2017-06-01

    Internet messenger (IM) has become an important educational technology component in college education, IM makes it possible for students to engage in learning and collaborating at smart virtual class learning (SVCL) using ubiquitous computing. However, the model of IM-based smart virtual class learning using ubiquitous computing and empirical evidence that would favor a broad application to improve engagement and behavior are still limited. In addition, the expectation that IM based SVCL using ubiquitous computing could improve engagement and behavior on smart class cannot be confirmed because the majority of the reviewed studies followed instructions paradigms. This article aims to present the model of IM-based SVCL using ubiquitous computing and showing learners’ experiences in improved engagement and behavior for learner-learner and learner-lecturer interactions. The method applied in this paper includes design process and quantitative analysis techniques, with the purpose of identifying scenarios of ubiquitous computing and realize the impressions of learners and lecturers about engagement and behavior aspect and its contribution to learning

  9. Synchronous Writing Environments: Real-Time Interaction in Cyberspace (Technology Tidbits).

    ERIC Educational Resources Information Center

    Anderson-Inman, Lynne; And Others

    1996-01-01

    Discusses three types of synchronous writing environments, each offering teachers and students a vehicle for using electronic text to promote literacy-based learning communities: classroom collaboration, networked notetaking, and virtual communities. (SR)

  10. Teaching with technology: free Web resources for teaching and learning.

    PubMed

    Wink, Diane M; Smith-Stoner, Marilyn

    2011-01-01

    In this bimonthly series, the department editor examines how nurse educators can use Internet and Web-based computer technologies such as search, communication, collaborative writing tools; social networking, and social bookmarking sites; virtual worlds; and Web-based teaching and learning programs. In this article, the department editor and her coauthor describe free Web-based resources that can be used to support teaching and learning.

  11. How to Involve Students in an Online Course: A Redesigned Online Pedagogy of Collaborative Learning and Self-Regulated Learning

    ERIC Educational Resources Information Center

    Tsai, Chia-Wen

    2013-01-01

    In an online course, students learn independently in the virtual environment without teacher's on-the-spot support. However, many students are addicted to the Internet which is filled with a plethora of shopping websites, online games, and social networks (e.g. Facebook). To help keep students focused on and involved in online or blended…

  12. Grounding Service-Learning in the Digital Age: Exploring a Virtual Sense of Geographic Place through Online Collaborative Mapping and Mixed Media

    ERIC Educational Resources Information Center

    Sandy, Marie G.; Franco, Zeno E.

    2014-01-01

    A sense of place has been an integral part of service-learning since the field's inception; it describes one's attachment to a particular geographic place and is often a precursor to engaging in action to care for localities and their inhabitants. But practicing service-learning in online environments requires reconsidering this core value. Should…

  13. The Rocks From Space outreach initiative and The Space Safari: the development of virtual learning environments for planetary science outreach in the UK.

    NASA Astrophysics Data System (ADS)

    Pearson, V. K.; Greenwood, R. C.; Bridges, J.; Watson, J.; Brooks, V.

    The Rocks From Space outreach initiative and The Space Safari: the development of virtual learning environments for planetary science outreach in the UK. V.K. Pearson (1), R.C. Greenwood (1), J. Bridges (1), J. Watson (2) and V. Brooks (2) (1) Plantetary and Space Sciences Research Institute (PSSRI), The Open University, Milton Keynes, MK7 6AA. (2) Stockton-on-Tees City Learning Centre, Marsh House Avenue, Billingham, TS23 3QJ. (v.k.pearson@open.ac.uk Fax: +44 (0) 858022 Phone: +44 (0) 1908652814 The Rocks From Space (RFS) project is a PPARC and Open University supported planetary science outreach initiative. It capitalises on the successes of Open University involvement in recent space missions such as Genesis and Stardust which have brought planetary science to the forefront of public attention.Our traditional methods of planetary science outreach have focussed on activities such as informal school visits and public presentations. However, these traditional methods are often limited to a local area to fit within time and budget constraints and therefore RFS looks to new technologies to reach geographically dispersed audiences. In collaboration with Stockton-on-Tees City Learning Centre, we have conducted a pilot study into the use of Virtual Learning Environments (VLEs) for planetary science outreach. The pilot study was undertaken under the guise of a "Space Safari" in which pupils dispersed across the Teesside region of the UK could collaboratively explore the Solar System. Over 300 students took part in the pilot from 11 primary schools (ages 6-10). Resources for their exploration were provided by Open University scientists in Milton Keynes and hosted on the VLE. Students were encouraged to post their findings, ideas and questions via wikis and a VLE forum. This combination of contributions from students, teachers and scientists encouraged a collaborative learning environment. These asynchronous activities were complemented by synchronous virtual classroom activities using Elluminate Live! facilities where students could attend "drop-in" sessions with scientists to discuss their exploration. Following these activities, schools were asked to produce a collaborative piece of work about their exploration that could be hosted on the Rocks From Space website (www.rocksfromspace.open.ac.uk; designed by Milton Keynes HE college students) as a resource for future projects and wider public access. Submissions included powerpoint presentations, animations, poems and murals and illustrates the cross curriculum nature of this project. We present the outcomes and evaluation of this pilot study with recommendations for the future use of VLEs in planetary science outreach.

  14. Treasure hunt of mineral resources: a serious game in a virtual world

    NASA Astrophysics Data System (ADS)

    Boniello, Annalisa

    2015-04-01

    This posterdescribes a geoscience activities on mineral resources for students of 14-18 years old. The activities are created as a treasure hunt of mineral resources, students must pass test and solve questions, search mineral in different environments: near a volcanos, in the river, in a lake, in a cave, under the sea and on a mountain. The activity is created using a virtual environment a virtual world built with a software, Opensim, a opensource software. In this virtual world every student as avatar, a virtual rapresentation of himself, search information, objects, mineral as in a serious game, a digital serious game. In the serious game buit as a treasure hunt, students interact with environment in a learning by doing, and they interact with other students in a cooperative learning and a collaborative environment. In the hunt there is a challenge that student must overcome: understanding what is a mineral resource collecting data on mineral analyzing environments where they are created so the students can improve motivation and learn, and improve scientific skills.

  15. The Virtual Health University: An eLearning Model within the Cuban Health System.

    PubMed

    Jardines, José B

    2008-01-01

    This paper describes Cuba's experience with the Virtual Health University (VHU) as a strategic project of INFOMED, promoting creation of an open teaching-learning environment for health sciences education, through intensive and creative use of Information and Communication Technologies (ICTs) and a network approach to learning. An analysis of the VHU's main antecedents in its different stages of development provides insight into the strategic reasons that led to the establishment of a virtual university in the national health system during Cuba's so-called Special Period of economic crisis. Using the general objectives of creating, sharing, and collaborating which define the VHU's conceptual-operative framework, the three essential components (subsystems) are described: pedagogical, technological, and managerial, as well as the operative stages of educational design, technological implementation, and teaching-administrative management system. Each component of the model is analyzed in the context of global, modern university trends, towards integration of the face-to-face and distance education approaches and the creation of virtual institutions that assume the technological and pedagogical changes demanded by eLearning.

  16. Internationalization in an Occupational Therapy Curriculum: A Philippine-American Pilot Collaboration.

    PubMed

    Cabatan, Maria Concepcion C; Grajo, Lenin C

    This study is a pilot implementation of an Internationalization at Home (IaH) teaching and learning collaboration to enhance intercultural learning and understanding of concepts of occupation in two cohorts of occupational science and occupational therapy students from the Philippines and the United States. In this collective case study, 149 students (Cohort 1, n = 65; Cohort 2, n = 84) participated. The collaboration included virtual conversations among students, faculty presentations, reflective assignments, and completion of an anonymous online survey. Analysis yielded three essential themes: (1) perception of increased knowledge about human occupation and the influence of culture, (2) identification of teaching-learning aspects that facilitated intercultural learning outcomes, and (3) identification of factors that were enablers of and barriers to learning. This study provides insights on how intercultural learning experiences can be integrated into occupational science and occupational therapy curricula and can increase understanding of concepts related to human occupation. Copyright © 2017 by the American Occupational Therapy Association, Inc.

  17. Drawing from Freirian empowerment methods to develop and use innovative learning maps: increasing enrollment of uninsured children on Detroit's eastside.

    PubMed

    Lopez, Ellen D S; Lichtenstein, Richard; Lewis, Alonzo; Banaszak-Holl, Jane; Lewis, Cheryl; Johnson, Penni; Riley, Scherry; Baum, Nancy M

    2007-04-01

    In 2001, virtually every child on Detroit's eastside was eligible for health coverage, yet approximately 3,000 children remained uninsured. The primary aim of the Eastside Access Partnership (EAP), a community-based participatory research collaboration, was to increase enrollment of uninsured children in state programs. To achieve this aim, one of the approaches that EAP is using is the innovative Learning Map titled Choosing the Healthy Path, which was developed in collaboration with Root Learning, Inc. Although Learning Maps were originally developed to assist corporations in implementing strategic change, their integration of visualization and interactive dialogue incorporates Freirian principles of empowerment education, making them a viable option for providing meaningful learning opportunities for community residents. This article presents the collaborative process involving the University of Michigan, local community-based organizations, community members, and Root Learning consultants to develop a visual map that enables community residents to understand and overcome the barriers that prevent them from obtaining health insurance for their children.

  18. A new vision for distance learning and continuing medical education.

    PubMed

    Harden, Ronald M

    2005-01-01

    Increasing demands on continuing medical education (CME) are taking place at a time of significant developments in educational thinking and new learning technologies. Such developments allow today's CME providers to better meet the CRISIS criteria for effective continuing education: convenience, relevance, individualization, self-assessment, independent learning, and a systematic approach. The International Virtual Medical School (IVIMEDS) provides a case study that illustrates how rapid growth of the Internet and e-learning can alter undergraduate education and has the potential to alter the nature of CME. Key components are a bank of reusable learning objects, a virtual practice with virtual patients, a learning-outcomes framework, and self-assessment instruments. Learning is facilitated by a curriculum map, guided-learning resources, "ask-the-expert" opportunities, and collaborative or peer-to-peer learning. The educational philosophy is "just-for-you" learning (learning customized to the content, educational strategy, and distribution needs of the individual physician) and "just-in-time" learning (learning resources available to physicians when they are required). Implications of the new learning technologies are profound. E-learning provides a bridge between the cutting edge of education and training and outdated procedures embedded in institutions and professional organizations. There are important implications, too, for globalization in medical education, for multiprofessional education, and for the continuum of education from undergraduate to postgraduate and continuing education.

  19. The Role of Scaffolding in CSCL in General and in Specific Environments

    ERIC Educational Resources Information Center

    Verdú, N.; Sanuy, J.

    2014-01-01

    This paper aims to analyse if virtual forums set up in an environment specifically designed to improve collaborative learning can effectively influence students' discourse quality and learning when compared with those forums set up in a general environment. Following a coding schema based upon the set of scaffolds offered in the Knowledge…

  20. Using Web 2.0 Technology to Enhance, Scaffold and Assess Problem-Based Learning

    ERIC Educational Resources Information Center

    Hack, Catherine

    2013-01-01

    Web 2.0 technologies, such as social networks, wikis, blogs, and virtual worlds provide a platform for collaborative working, facilitating sharing of resources and joint document production. They can act as a stimulus to promote active learning and provide an engaging and interactive environment for students, and as such align with the philosophy…

  1. E-Learning in a University Interdisciplinary and Bilingual Context: Analysis of Students' Participation, Motivation and Performance

    ERIC Educational Resources Information Center

    Ruiz-Molina, Maria-Eugenia; Cuadrado-Garcia, Manuel

    2008-01-01

    Purpose: The purpose of this paper is to discuss the use of virtual learning environments in multicultural higher education of two different subjects: foreign language and marketing. Design/methodology/approach: The paper describes the aims, development and results of an interdisciplinary collaboration project was held between two European…

  2. Advancing MCH Interdisciplinary/Interprofessional Leadership Training and Practice Through a Learning Collaborative.

    PubMed

    McHugh, Meaghan C; Margolis, Lewis H; Rosenberg, Angela; Humphreys, Elizabeth

    2016-11-01

    Purpose The Interdisciplinary Leadership Learning Collaborative (ILLC), under the sponsorship of AUCD and the Maternal and Child Health Bureau, brought together six teams, composed of 14 MCHB and UCEDD training programs to enhance their leadership training. Description Using adult learning principles, interactive training methods, and skill-focused learning, the ILLC built upon the evidence-based Interdisciplinary Leadership Development Program of the University of North Carolina at Chapel Hill. The program began with a 4-day on-site intensive and then continued through monthly conference calls, a mid-term on-site workshop, and a summary virtual workshop to present programmatic accomplishments and share plans for sustainability. Coaching/consultation for the teams around particular challenges was also part of the program. Assessment All teams reported enhancements in intentional leadership training, threading of leadership concepts across clinical, didactic, and workshop settings, and new collaborative partnerships for leadership training. Teams also identified a number of strategies to increase sustainability of their intentional leadership training efforts. Conclusion for Practice The learning collaborative is a productive model to address the growing need for interdisciplinary MCH leaders.

  3. Angelina, Who Whispered in Three Languages: A Story of One Success in Arts Integration and International Collaboration

    ERIC Educational Resources Information Center

    Bresciano, Cora

    2012-01-01

    In a virtual space between nations, children can come together to learn about and appreciate each other's culture--and their own. As the Co-Executive Director of Blue Planet Writers' Room, a nonprofit writing center in West Palm Beach, Florida, the author was one of the creators of an international collaboration through which they taught…

  4. Top Ten Technology Breakthroughs for Schools.

    ERIC Educational Resources Information Center

    Bateman, Bill; Crystal, Jerry; Davidson, Hall; Holzberg, Carol S.; McIntire, Todd; McLester, Susan; Ohler, Jason; Rose, Ray; Shields, Jean; Warlick, David

    2001-01-01

    Contributors discuss the top ten technologies that allow for thinking in new and innovative ways about the concept of "school": virtual learning; wireless networking; collaboration tools; digital video; Application Service Providers; handheld devices; optical networking; videoconferencing; XML; and simulations. (AEF)

  5. Enhancement of a Virtual Geology Field Guide of Georgia Initiative Using Gigapan© and ArcGIS Online's Story Map

    NASA Astrophysics Data System (ADS)

    Mobasher, K.; Turk, H. J.; Witherspoon, W.; Tate, L.; Hoynes, J.

    2015-12-01

    A GIS geology geodatabase of Georgia was developed using ArcGIS 10.2. The geodatabase for each physiographic provinces of Georgia contains fields designed to store information regarding geologic features. Using ArcGIS online, the virtual field guide is created which provides an interactive learning experience for students to allow in real time photography, description, mapping and sharing their observations with the instructor and peers. Gigapan© facilitates visualizing geologic features at different scales with high resolutions and in their larger surrounding context. The classroom applications of the Gigapan© are limitless when teaching students the entire range of geologic structures from showcasing crystalline structures of minerals to understanding the geological processes responsible for formation of an entire mountain range. The addition of the Story Map enhances the virtual experience when you want to present a geo-located story point narrative featuring images or videos. The virtual field component and supplementary Gigapan© imagery coupled with Story Map added significantly to the detailed realism of virtual field guide further allowing students to more fully understand geological concepts at various scales. These technologies peaked students interest and facilitated their learning and preparation to function more effectively in the geosciences by developing better observations and new skills. These technologies facilitated increased student engagement in the geosciences by sharing, enhancing and transferring lecture information to actual field knowledge and experiences. This enhanced interactive learning experience not only begins to allow students to understand and recognize geologic features in the field but also increased their collaboration, enthusiasm and interest in the discipline. The increased interest and collaboration occurred as students assisted in populating a geologic geodatabase of Georgia.

  6. Feasibility Study for Ballet E-Learning: Automatic Composition System for Ballet "Enchainement" with Online 3D Motion Data Archive

    ERIC Educational Resources Information Center

    Umino, Bin; Longstaff, Jeffrey Scott; Soga, Asako

    2009-01-01

    This paper reports on "Web3D dance composer" for ballet e-learning. Elementary "petit allegro" ballet steps were enumerated in collaboration with ballet teachers, digitally acquired through 3D motion capture systems, and categorised into families and sub-families. Digital data was manipulated into virtual reality modelling language (VRML) and fit…

  7. Immersive virtual reality platform for medical training: a "killer-application".

    PubMed

    2000-01-01

    The Medical Readiness Trainer (MRT) integrates fully immersive Virtual Reality (VR), highly advanced medical simulation technologies, and medical data to enable unprecedented medical education and training. The flexibility offered by the MRT environment serves as a practical teaching tool today and in the near future the will serve as an ideal vehicle for facilitating the transition to the next level of medical practice, i.e., telepresence and next generation Internet-based collaborative learning.

  8. Digital books.

    PubMed

    Wink, Diane M

    2011-01-01

    In this bimonthly series, the author examines how nurse educators can use the Internet and Web-based computer technologies such as search, communication, and collaborative writing tools; social networking and social bookmarking sites; virtual worlds; and Web-based teaching and learning programs. This article describes digital books.

  9. Wikis, blogs and podcasts: a new generation of Web-based tools for virtual collaborative clinical practice and education

    PubMed Central

    Boulos, Maged N Kamel; Maramba, Inocencio; Wheeler, Steve

    2006-01-01

    Background We have witnessed a rapid increase in the use of Web-based 'collaborationware' in recent years. These Web 2.0 applications, particularly wikis, blogs and podcasts, have been increasingly adopted by many online health-related professional and educational services. Because of their ease of use and rapidity of deployment, they offer the opportunity for powerful information sharing and ease of collaboration. Wikis are Web sites that can be edited by anyone who has access to them. The word 'blog' is a contraction of 'Web Log' – an online Web journal that can offer a resource rich multimedia environment. Podcasts are repositories of audio and video materials that can be "pushed" to subscribers, even without user intervention. These audio and video files can be downloaded to portable media players that can be taken anywhere, providing the potential for "anytime, anywhere" learning experiences (mobile learning). Discussion Wikis, blogs and podcasts are all relatively easy to use, which partly accounts for their proliferation. The fact that there are many free and Open Source versions of these tools may also be responsible for their explosive growth. Thus it would be relatively easy to implement any or all within a Health Professions' Educational Environment. Paradoxically, some of their disadvantages also relate to their openness and ease of use. With virtually anybody able to alter, edit or otherwise contribute to the collaborative Web pages, it can be problematic to gauge the reliability and accuracy of such resources. While arguably, the very process of collaboration leads to a Darwinian type 'survival of the fittest' content within a Web page, the veracity of these resources can be assured through careful monitoring, moderation, and operation of the collaborationware in a closed and secure digital environment. Empirical research is still needed to build our pedagogic evidence base about the different aspects of these tools in the context of medical/health education. Summary and conclusion If effectively deployed, wikis, blogs and podcasts could offer a way to enhance students', clinicians' and patients' learning experiences, and deepen levels of learners' engagement and collaboration within digital learning environments. Therefore, research should be conducted to determine the best ways to integrate these tools into existing e-Learning programmes for students, health professionals and patients, taking into account the different, but also overlapping, needs of these three audience classes and the opportunities of virtual collaboration between them. Of particular importance is research into novel integrative applications, to serve as the "glue" to bind the different forms of Web-based collaborationware synergistically in order to provide a coherent wholesome learning experience. PMID:16911779

  10. A Virtual Childhood Obesity Collaborative: Satisfaction With Online Continuing Education.

    PubMed

    Gance-Cleveland, Bonnie; Aldrich, Heather; Dandreaux, Danielle; Oetzel, Keri Bolton; Schmiege, Sarah

    2015-01-01

    This descriptive study evaluated school-based health center (SBHC) providers' satisfaction with Web-based continuing education as part of a virtual childhood obesity intervention. Thirty-six participants from 24 SBHCs in six states participated in the training modules. Modules were divided into four learning sessions, with a total of 17 training modules. Participants completed satisfaction surveys after each module, as well as an overall survey at the end of the training. Questions were rated on a 4-point Likert scale (4 = strongly agree, 3 = agree, 2 = disagree, 1 = strongly disagree). Participation in the first two learning sessions was higher than the last two. Provider satisfaction of training modules by question type and content area was quite high (μ = 3.66-3.33). Overall satisfaction means ranged from 3.76 to 3.24. Many providers also reported plans to make changes in their practice after completing the training. This study demonstrated that a virtual childhood obesity collaborative is an acceptable delivery method for continuing education. Copyright © 2015 National Association of Pediatric Nurse Practitioners. Published by Elsevier Inc. All rights reserved.

  11. Computer-mediated interdisciplinary teams: theory and reality.

    PubMed

    Vroman, Kerryellen; Kovacich, Joann

    2002-05-01

    The benefit of experience, tempered with the wisdom of hindsight and 5 years of text-based, asynchronous, computer-mediated, interdisciplinary team communications, provides the energy, insights and data shared in this article. Through the theoretical lens of group dynamics and the epistemology of interdisciplinary teaming, we analyze the interactions of a virtual interdisciplinary team to provide an understanding and appreciation of collaborative interdisciplinary communication in the context of interactive technologies. Whilst interactive technologies may require new patterns of language similar to that of learning a foreign language, what is communicated in the interdisciplinary team process does not change. Most important is the recognition that virtual teams, similar to their face-to-face counterparts, undergo the same challenges of interdisciplinary teaming and group developmental processes of formation: forming, storming, norming, performing, and transforming. After examining these dynamics of communication and collaboration in the context of the virtual team, the article concludes with guidelines facilitating interdisciplinary team computer-mediated communication.

  12. Virtual Collaborative Environments for System of Systems Engineering and Applications for ISAT

    NASA Technical Reports Server (NTRS)

    Dryer, David A.

    2002-01-01

    This paper describes an system of systems or metasystems approach and models developed to help prepare engineering organizations for distributed engineering environments. These changes in engineering enterprises include competition in increasingly global environments; new partnering opportunities caused by advances in information and communication technologies, and virtual collaboration issues associated with dispersed teams. To help address challenges and needs in this environment, a framework is proposed that can be customized and adapted for NASA to assist in improved engineering activities conducted in distributed, enhanced engineering environments. The approach is designed to prepare engineers for such distributed collaborative environments by learning and applying e-engineering methods and tools to a real-world engineering development scenario. The approach consists of two phases: an e-engineering basics phase and e-engineering application phase. The e-engineering basics phase addresses skills required for e-engineering. The e-engineering application phase applies these skills in a distributed collaborative environment to system development projects.

  13. Wiki as a tool for microbiology teaching, learning and assessment.

    PubMed

    Sampaio-Maia, B; Maia, J S; Leitão, S; Amaral, M; Vieira-Marques, P

    2014-05-01

    Evidence suggests that cooperative learning and peer-assessment fosters students' ability to work with others and may lead to better cognitive outcomes and higher achievement. This work aimed to assess the use of an online collaborative tool for the teaching/learning and assessment of Microbiology. A total of 144 students were grouped and assigned to create wiki entries as well as to peer review wikis created by colleagues (peer-assessment process) using the Wiki module from Moodle Virtual Learning Environment (MVLE). MVLE actions log was used for tracking students' activity. The number of student's actions within wiki did not present a strong correlation with wiki scores, so it should not be used as a heavy evaluation parameter. The amount of work developed between members of the same group differed significantly, suggesting that final scores should be attributed individually. When peer-assessment process was implemented, the number of editing actions increased, suggesting that the peer-assessment strategy encourages the development of a better work. The vast majority of students execute the work in the last 10% of the period assigned for task development, which can be counter-productive for a truly collaborative work. Wiki revealed to be a useful tool for Microbiology teaching/learning and assessment, promoting collaborative work, promoting virtual mobility and facilitating the real-time monitoring of the students' work. This pedagogical project promoted also the involvement of students in their assessment process, encouraging their critical sense and quest for Excellency. © 2013 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  14. Not Just a Game … When We Play Together, We Learn Together: Interactive Virtual Environments and Gaming Engines for Geospatial Visualization

    NASA Astrophysics Data System (ADS)

    Shipman, J. S.; Anderson, J. W.

    2017-12-01

    An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.

  15. Learning pathology using collaborative vs. individual annotation of whole slide images: a mixed methods trial.

    PubMed

    Sahota, Michael; Leung, Betty; Dowdell, Stephanie; Velan, Gary M

    2016-12-12

    Students in biomedical disciplines require understanding of normal and abnormal microscopic appearances of human tissues (histology and histopathology). For this purpose, practical classes in these disciplines typically use virtual microscopy, viewing digitised whole slide images in web browsers. To enhance engagement, tools have been developed to enable individual or collaborative annotation of whole slide images within web browsers. To date, there have been no studies that have critically compared the impact on learning of individual and collaborative annotations on whole slide images. Junior and senior students engaged in Pathology practical classes within Medical Science and Medicine programs participated in cross-over trials of individual and collaborative annotation activities. Students' understanding of microscopic morphology was compared using timed online quizzes, while students' perceptions of learning were evaluated using an online questionnaire. For senior medical students, collaborative annotation of whole slide images was superior for understanding key microscopic features when compared to individual annotation; whilst being at least equivalent to individual annotation for junior medical science students. Across cohorts, students agreed that the annotation activities provided a user-friendly learning environment that met their flexible learning needs, improved efficiency, provided useful feedback, and helped them to set learning priorities. Importantly, these activities were also perceived to enhance motivation and improve understanding. Collaborative annotation improves understanding of microscopic morphology for students with sufficient background understanding of the discipline. These findings have implications for the deployment of annotation activities in biomedical curricula, and potentially for postgraduate training in Anatomical Pathology.

  16. Teaching Basic Field Skills Using Screen-Based Virtual Reality Landscapes

    NASA Astrophysics Data System (ADS)

    Houghton, J.; Robinson, A.; Gordon, C.; Lloyd, G. E. E.; Morgan, D. J.

    2016-12-01

    We are using screen-based virtual reality landscapes, created using the Unity 3D game engine, to augment the training geoscience students receive in preparing for fieldwork. Students explore these landscapes as they would real ones, interacting with virtual outcrops to collect data, determine location, and map the geology. Skills for conducting field geological surveys - collecting, plotting and interpreting data; time management and decision making - are introduced interactively and intuitively. As with real landscapes, the virtual landscapes are open-ended terrains with embedded data. This means the game does not structure student interaction with the information as it is through experience the student learns the best methods to work successfully and efficiently. These virtual landscapes are not replacements for geological fieldwork rather virtual spaces between classroom and field in which to train and reinforcement essential skills. Importantly, these virtual landscapes offer accessible parallel provision for students unable to visit, or fully partake in visiting, the field. The project has received positive feedback from both staff and students. Results show students find it easier to focus on learning these basic field skills in a classroom, rather than field setting, and make the same mistakes as when learning in the field, validating the realistic nature of the virtual experience and providing opportunity to learn from these mistakes. The approach also saves time, and therefore resources, in the field as basic skills are already embedded. 70% of students report increased confidence with how to map boundaries and 80% have found the virtual training a useful experience. We are also developing landscapes based on real places with 3D photogrammetric outcrops, and a virtual urban landscape in which Engineering Geology students can conduct a site investigation. This project is a collaboration between the University of Leeds and Leeds College of Art, UK, and all our virtual landscapes are freely available online at www.see.leeds.ac.uk/virtual-landscapes/.

  17. International Distance Education: The Digital Communities Project.

    ERIC Educational Resources Information Center

    Howard-Vital, Michelle R.; Rosenkoetter, Marlene

    This paper describes the participation of the University of North Carolina at Wilmington (UNCW) in the virtual university component of the Digital Communities Project in Japan. It examines the characteristics of an experimental, international, distance-learning collaboration and explores the politics and practicalities related to international…

  18. Learning without Borders

    ERIC Educational Resources Information Center

    Anderson, Sue

    2013-01-01

    In 2010, State College Area School District (SCASD) in Pennsylvania, USA, agreed to help develop a virtual international classroom exchange called the Schoolwires Greenleaf program. The program's project-based curriculum paired U.S. students with Chinese learners to collaborate, foster global citizenship, and prepare students for the digital work…

  19. 3D Virtual Reality for Teaching Astronomy

    NASA Astrophysics Data System (ADS)

    Speck, Angela; Ruzhitskaya, L.; Laffey, J.; Ding, N.

    2012-01-01

    We are developing 3D virtual learning environments (VLEs) as learning materials for an undergraduate astronomy course, in which will utilize advances both in technologies available and in our understanding of the social nature of learning. These learning materials will be used to test whether such VLEs can indeed augment science learning so that it is more engaging, active, visual and effective. Our project focuses on the challenges and requirements of introductory college astronomy classes. Here we present our virtual world of the Jupiter system and how we plan to implement it to allow students to learn course material - physical laws and concepts in astronomy - while engaging them into exploration of the Jupiter's system, encouraging their imagination, curiosity, and motivation. The VLE can allow students to work individually or collaboratively. The 3D world also provides an opportunity for research in astronomy education to investigate impact of social interaction, gaming features, and use of manipulatives offered by a learning tool on students’ motivation and learning outcomes. Use of this VLE is also a valuable source for exploration of how the learners’ spatial awareness can be enhanced by working in 3D environment. We will present the Jupiter-system environment along with a preliminary study of the efficacy and usability of our Jupiter 3D VLE.

  20. The Application of Modeling and Simulation to the Behavioral Deficit of Autism

    NASA Technical Reports Server (NTRS)

    Anton, John J.

    2010-01-01

    This abstract describes a research effort to apply technological advances in virtual reality simulation and computer-based games to create behavioral modification programs for individuals with Autism Spectrum Disorder (ASD). The research investigates virtual social skills training within a 3D game environment to diminish the impact of ASD social impairments and to increase learning capacity for optimal intellectual capability. Individuals with autism will encounter prototypical social contexts via computer interface and will interact with 3D avatars with predefined roles within a game-like environment. Incremental learning objectives will combine to form a collaborative social environment. A secondary goal of the effort is to begin the research and development of virtual reality exercises aimed at triggering the release of neurotransmitters to promote critical aspects of synaptic maturation at an early age to change the course of the disease.

  1. Effective e-learning for health professional and medical students: the experience with SIAS-Intelligent Tutoring System.

    PubMed

    Muñoz, Diana C; Ortiz, Alexandra; González, Carolina; López, Diego M; Blobel, Bernd

    2010-01-01

    Current e-learning systems are still inadequate to support the level of interaction, personalization and engagement demanded by clinicians, care givers, and the patient themselves. For effective e-learning to be delivered in the health context, collaboration between pedagogy and technology is required. Furthermore, e-learning systems should be flexible enough to be adapted to the students' needs, evaluated regularly, easy to use and maintain and provide students' feedback, guidelines and supporting material in different formats. This paper presents the implementation of an Intelligent Tutoring System (SIAS-ITS), and its evaluation compared to a traditional virtual learning platform (Moodle). The evaluation was carried out as a case study, in which the participants were separated in two groups, each group attending a virtual course on the WHO Integrated Management of Childhood Illness (IMCI) strategy supported by one of the two e-learning platforms. The evaluation demonstrated that the participants' knowledge level, pedagogical strategies used, learning efficiency and systems' usability were improved using the Intelligent Tutoring System.

  2. Team Collaboration: Lessons Learned Report

    NASA Technical Reports Server (NTRS)

    Arterberrie, Rhonda Y.; Eubanks, Steven W.; Kay, Dennis R.; Prahst, Stephen E.; Wenner, David P.

    2005-01-01

    An Agency team collaboration pilot was conducted from July 2002 until June 2003 and then extended for an additional year. The objective of the pilot was to assess the value of collaboration tools and adoption processes as applied to NASA teams. In an effort to share knowledge and experiences, the lessons that have been learned thus far are documented in this report. Overall, the pilot has been successful. An entire system has been piloted - tools, adoption, and support. The pilot consisted of two collaboration tools, a team space and a virtual team meeting capability. Of the two tools that were evaluated, the team meeting tool has been more widely accepted. Though the team space tool has been met with a lesser degree of acceptance, the need for such a tool in the NASA environment has been evidenced. Both adoption techniques and support were carefully developed and implemented in a way that has been well received by the pilot participant community.

  3. Virtual Disaster Simulation: Lesson Learned from an International Collaboration That Can Be Leveraged for Disaster Education in Iran.

    PubMed

    Ardalan, Ali; Balikuddembe, Joseph Kimuli; Ingrassia, Pier Luigi; Carenzo, Luca; Della Corte, Francesco; Akbarisari, Ali; Djalali, Ahmadreza

    2015-07-13

    Disaster education needs innovative educational methods to be more effective compared to traditional approaches. This can be done by using virtual simulation method. This article presents an experience about using virtual simulation methods to teach health professional on disaster medicine in Iran. The workshop on the "Application of New Technologies in Disaster Management Simulation" was held in Tehran in January 2015. It was co-organized by the Disaster and Emergency Health Academy of Tehran University of Medical Sciences and Emergency and the Research Center in Disaster Medicine and Computer Science applied to Medicine (CRIMEDIM), Università del Piemonte Orientale. Different simulators were used by the participants, who were from the health system and other relevant fields, both inside and outside Iran. As a result of the workshop, all the concerned stakeholders are called on to support this new initiative of incorporating virtual training and exercise simulation in the field of disaster medicine, so that its professionals are endowed with field-based and practical skills in Iran and elsewhere. Virtual simulation technology is recommended to be used in education of disaster management. This requires capacity building of instructors, and provision of technologies. International collaboration can facilitate this process.

  4. Cloud computing.

    PubMed

    Wink, Diane M

    2012-01-01

    In this bimonthly series, the author examines how nurse educators can use Internet and Web-based technologies such as search, communication, and collaborative writing tools; social networking and social bookmarking sites; virtual worlds; and Web-based teaching and learning programs. This article describes how cloud computing can be used in nursing education.

  5. Optimizing use of library technology.

    PubMed

    Wink, Diane M; Killingsworth, Elizabeth K

    2011-01-01

    In this bimonthly series, the author examines how nurse educators can use the Internet and Web-based computer technologies such as search, communication, collaborative writing tools; social networking and social bookmarking sites; virtual worlds; and Web-based teaching and learning programs. This article describes optimizing the use of library technology.

  6. The Impact of Virtual Collaboration and Collaboration Technologies on Knowledge Transfer and Team Performance in Distributed Organizations

    ERIC Educational Resources Information Center

    Ngoma, Ngoma Sylvestre

    2013-01-01

    Virtual teams are increasingly viewed as a powerful determinant of competitive advantage in geographically distributed organizations. This study was designed to provide insights into the interdependencies between virtual collaboration, collaboration technologies, knowledge transfer, and virtual team performance in an effort to understand whether…

  7. Creation of a virtual triage exercise: an interprofessional communication strategy.

    PubMed

    Farra, Sharon; Nicely, Stephanie; Hodgson, Eric

    2014-10-01

    Virtual reality simulation as a teaching method is gaining increased acceptance and presence in institutions of higher learning. This study presents an innovative strategy using the interdisciplinary development of a nonimmersive virtual reality simulation to facilitate interprofessional communication. The purpose of this pilot project was to describe nursing students' attitudes related to interprofessional communication following the collaborative development of a disaster triage virtual reality simulation. Collaboration between and among professionals is integral in enhancing patient outcomes. In addition, ineffective communication is linked to detrimental patient outcomes, especially during times of high stress. Poor communication has been identified as the root cause of the majority of negative sentinel events occurring in hospitals. The simulation-development teaching model proved useful in fostering interprofessional communication and mastering course content. Mean scores on the KidSIM Attitudes Towards Teamwork in Training Undergoing Designed Educational Simulation survey demonstrated that nursing students, after simulation experience,had agreement to strong agreement inall areas surveyed including interprofessional education, communication, roles and responsibilities of team members, and situational awareness. The findings indicate that students value interprofessional teamwork and the opportunity to work with other disciplines.

  8. Enhancing Critical Thinking Skills for Army Leaders Using Blended-Learning Methods

    DTIC Science & Technology

    2013-01-01

    delivering, and evaluating leader education and those who develop and implement distributed learning courses that incorporate group collaboration on topics...Circumstances Numerous studies comparing outcomes of collocated and virtual groups show that collocated groups perform better on interdependent tasks, such as...in class or “cold call” on students to answer questions. Third, using small (rather than large) groups for interactive activities can alleviate free

  9. Transforming the Twenty-First-Century Campus to Enhance the Net-Generation Student Learning Experience: Using Evidence-Based Design to Determine What Works and Why in Virtual/Physical Teaching Spaces

    ERIC Educational Resources Information Center

    Fisher, Kenn; Newton, Clare

    2014-01-01

    The twenty-first century has seen the rapid emergence of wireless broadband and mobile communications devices which are inexorably changing the way people communicate, collaborate, create and transfer knowledge. Yet many higher education campus learning environments were designed and built in the nineteenth and twentieth centuries prior to…

  10. Collaborative Cultural Studies over The Internet: Learning Cultures with Virtual Partners. A Project between Baylor University and Tokyo Institute of Polytechnics.

    ERIC Educational Resources Information Center

    Okubo, Masamichi; Kumahata, Hajime

    Since the fall semester of 1995, students at Baylor University (Waco, Texas) taking Japanese and students at Tokyo Institute of Polytechnics have had opportunities to communicate with each other and learn together in a real-world situation. Until the fall of 2000, the format limited them to e-mail communication; however other Internet tools are…

  11. "Wherever You Go, You Will Be a Polis": Spatial Practices and Political Education in Computer-Supported Collaborative Learning Discussions

    ERIC Educational Resources Information Center

    Slakmon, Benzi; Schwarz, Baruch B.

    2017-01-01

    The aim of this article is to increase understanding of the development of spatial practices in virtual learning environments. The spatial change and development in 38 small-group e-discussions taken from a data set of a yearlong 8th-grade humanities course are described and analyzed. We show that the focus on spatial changes in computer-supported…

  12. Teachers' and students' perspectives on teaching and learning through virtual learning environments

    NASA Astrophysics Data System (ADS)

    Limniou, M.; Smith, M.

    2010-12-01

    The aim of this investigation was to get an insight into how teachers and students responded to the use of virtual learning environments (VLE) in engineering education and what their expectations were from online courses. Teachers designed their online courses with the assistance of a support e-learning team and questionnaires were used for teachers and students to express their views on the online courses. Teachers pointed out that the online courses by themselves would be able to tackle limited lecture time and strengthen the students' background knowledge. Students, on the other hand, stated that their difficulties regarding the courses could be facilitated by using a more interactive teaching approach with the use of collaboration tools and receiving individual feedback. Thus, students suggested that teachers adopt a more student-centred approach by using VLE. Teachers' and students' perspectives were related to their personal characteristics, as students were more familiar with everyday e-communication tools.

  13. Incorporating a Collaborative Web-Based Virtual Laboratory in an Undergraduate Bioinformatics Course

    ERIC Educational Resources Information Center

    Weisman, David

    2010-01-01

    Face-to-face bioinformatics courses commonly include a weekly, in-person computer lab to facilitate active learning, reinforce conceptual material, and teach practical skills. Similarly, fully-online bioinformatics courses employ hands-on exercises to achieve these outcomes, although students typically perform this work offsite. Combining a…

  14. A Walk on Ice.

    ERIC Educational Resources Information Center

    Turner, Jane

    1998-01-01

    Exploration of a specific use of Text Based Virtual Reality--not just as powerful communities for authentic communication and collaboration in language learning but exploiting role-playing and writing aspects. The "Walk on Ice" takes a group of adult English-as-a-Second-Language learners through the creation of imaginary characters who…

  15. Building a Shared Virtual Learning Culture: An International Classroom Partnership

    ERIC Educational Resources Information Center

    Starke-Meyerring, Doreen; Andrews, Deborah

    2006-01-01

    Business professionals increasingly use digital tools to collaborate across multiple cultures, locations, and time zones. Success in this complex environment depends on a shared culture that facilitates the making of knowledge and the best contributions of all team members. To prepare managers for such communication, the authors designed and…

  16. CASMI: Virtual Learning Collaborative Environment for Mathematical Enrichment

    ERIC Educational Resources Information Center

    Freiman, Viktor; Manuel, Dominic; Lirette-Pitre, Nicole

    2007-01-01

    Challenging problems can make mathematics more attractive to all learners, including the gifted. Application problems that one still finds in regular textbooks often can be resolved by applying a single mathematical concept, operation, or formula. These problems do not require a higher order of thinking. They are, therefore, less cognitively and…

  17. [Virtual Campus of Public Health: six years of human resources education in Mexico].

    PubMed

    Ramos Herrera, Igor; Alfaro Alfaro, Noé; Fonseca León, Joel; García Sandoval, Cristóbal; González Castañeda, Miguel; López Zermeño, María Del Carmen; Benítez Morales, Ricardo

    2014-11-01

    This paper discusses the gestation process, implementation methodology, and results obtained from the initiative to use e-learning to train human resources for health, six years after the launch of the Virtual Campus of Public Health of the University of Guadalajara (Mexico); the discussion is framed by Pan American Health Organization (PAHO) standards and practices. This is a special report on the work done by the institutional committee of the Virtual Campus in western Mexico to create an Internet portal that follows the guidelines of the strategic model established by Nodo México and PAHO for the Region of the Americas. This Virtual Campus began its activities in 2007, on the basis of the use of free software and institutional collaboration. Since the initial year of implementation of the node, over 500 health professionals have been trained using virtual courses, the node's educational platform, and a repository of virtual learning resources that are interoperable with other repositories in Mexico and the Region of the Americas. The University of Guadalajara Virtual Campus committee has followed the proposed model as much as possible, thereby achieving most of the goals set in the initial work plan, despite a number of administrative challenges and the difficulty of motivating committee members.

  18. The Region 4 collaborative virtual reference project.

    PubMed

    Parker, Sandi K; Johnson, E Diane

    2003-01-01

    In May 2002, the Denison Memorial Library at the University of Colorado Health Sciences Center and the J. Otto Lottes Health Sciences Library at the University of Missouri-Columbia, with funding from the National Network of Libraries of Medicine-Midcontinental Region, embarked on a collaborative, real-time reference project using the 24/7 Reference, Inc., software package. This paper describes how the project was conceived, and includes details on the service hours, staffing, training, marketing, lessons learned, and future plans for the service.

  19. A Framework for Implementing Virtual Collaborative Networks - Case Study on Automobile Components Production Industry

    NASA Astrophysics Data System (ADS)

    Parvinnia, Elham; Khayami, Raouf; Ziarati, Koorush

    Virtual collaborative networks are composed of small companies which take most advantage from the market opportunity and are able to compete with large companies. So some frameworks have been introduced for implementing this type of collaboration; although none of them has been standardized completely. In this paper we specify some instances that need to be standardized for implementing virtual enterprises. Then, a framework is suggested for implementing virtual collaborative networks. Finally, based on that suggestion, as a case study, we design a virtual collaborative network in automobile components production industry.

  20. Formalizing and Promoting Collaboration in 3D Virtual Environments - A Blueprint for the Creation of Group Interaction Patterns

    NASA Astrophysics Data System (ADS)

    Schmeil, Andreas; Eppler, Martin J.

    Despite the fact that virtual worlds and other types of multi-user 3D collaboration spaces have long been subjects of research and of application experiences, it still remains unclear how to best benefit from meeting with colleagues and peers in a virtual environment with the aim of working together. Making use of the potential of virtual embodiment, i.e. being immersed in a space as a personal avatar, allows for innovative new forms of collaboration. In this paper, we present a framework that serves as a systematic formalization of collaboration elements in virtual environments. The framework is based on the semiotic distinctions among pragmatic, semantic and syntactic perspectives. It serves as a blueprint to guide users in designing, implementing, and executing virtual collaboration patterns tailored to their needs. We present two team and two community collaboration pattern examples as a result of the application of the framework: Virtual Meeting, Virtual Design Studio, Spatial Group Configuration, and Virtual Knowledge Fair. In conclusion, we also point out future research directions for this emerging domain.

  1. CosmoQuest: Building a Community of Skilled Citizen Science Contributors

    NASA Astrophysics Data System (ADS)

    Gay, P.; Lehan, C.; Bracey, G.; Durrell, P.; Komatsu, T.; Yamani, A.; Francis, M. R.

    2016-12-01

    The CosmoQuest Virtual Research Facility invites the public to participate in NASA Science Mission Directorate related research that leads to publishable results and data catalogues. CosmoQuest projects range in difficulty from simple crater and transient marking tasks to more complicated mapping tasks. To successfully engage contributors in creating usable results, training and validation are required. This is accomplished through activities that are designed to mirror the experiences students would have in a university, and include mentoring by team scientists, feedback on contributor efforts, seminars to learn about new science, and even formal classes to provide needed background. Recruitment is accomplished using new and social media, and planetarium and Science on the Sphere™ trailers and shows, and community is built through online and real-world collaboration spaces and events. In this presentation, we detail CosmoQuest's four-pronged approach of media recruitment, science education, citizen science, and community collaboration. We also discuss how it is leveraged to create a skilled collaboration of citizen scientists. Training and data validation activities will be be emphasized, with examples of both what can go right and lessons learned from when things go wrong. We conclude with strategies on how to utilize best practices in user interface design to create virtual experiences that allow major citizen science efforts to be scalable to large audiences.

  2. Biomedical Big Data Training Collaborative (BBDTC): An effort to bridge the talent gap in biomedical science and research.

    PubMed

    Purawat, Shweta; Cowart, Charles; Amaro, Rommie E; Altintas, Ilkay

    2017-05-01

    The BBDTC (https://biobigdata.ucsd.edu) is a community-oriented platform to encourage high-quality knowledge dissemination with the aim of growing a well-informed biomedical big data community through collaborative efforts on training and education. The BBDTC is an e-learning platform that empowers the biomedical community to develop, launch and share open training materials. It deploys hands-on software training toolboxes through virtualization technologies such as Amazon EC2 and Virtualbox. The BBDTC facilitates migration of courses across other course management platforms. The framework encourages knowledge sharing and content personalization through the playlist functionality that enables unique learning experiences and accelerates information dissemination to a wider community.

  3. Virtual Power Electronics: Novel Software Tools for Design, Modeling and Education

    NASA Astrophysics Data System (ADS)

    Hamar, Janos; Nagy, István; Funato, Hirohito; Ogasawara, Satoshi; Dranga, Octavian; Nishida, Yasuyuki

    The current paper is dedicated to present browser-based multimedia-rich software tools and e-learning curriculum to support the design and modeling process of power electronics circuits and to explain sometimes rather sophisticated phenomena. Two projects will be discussed. The so-called Inetele project is financed by the Leonardo da Vinci program of the European Union (EU). It is a collaborative project between numerous EU universities and institutes to develop state-of-the art curriculum in Electrical Engineering. Another cooperative project with participation of Japanese, European and Australian institutes focuses especially on developing e-learning curriculum, interactive design and modeling tools, furthermore on development of a virtual laboratory. Snapshots from these two projects will be presented.

  4. Professional Development: Building Effective Virtual Communities through Cooperative Learning.

    ERIC Educational Resources Information Center

    Meyers, Robert; Davis, Hilarie; Botti, James

    A web site for an online graduate course in Earth systems science for middle school teachers was designed to affect teachers' knowledge about Earth systems science and resources and their use of constructivist teaching practices, particularly collaboration, rubrics and the use of journals. In the 16-week course 44 teachers experienced…

  5. Are Digital Natives a Myth or Reality? University Students' Use of Digital Technologies

    ERIC Educational Resources Information Center

    Margaryan, Anoush; Littlejohn, Allison; Vojt, Gabrielle

    2011-01-01

    This study investigated the extent and nature of university students' use of digital technologies for learning and socialising. The findings show that students use a limited range of mainly established technologies. Use of collaborative knowledge creation tools, virtual worlds, and social networking sites was low. "Digital natives" and students of…

  6. Aspects of Collaborative Learning Environment Using Distributed Virtual Environments.

    ERIC Educational Resources Information Center

    Bouras, C.; Trantafillou, V.; Tsiatsos, T.

    A decisive factor for new technologies is always the added value with respect to the efficiency and capacity of traditional technologies. This also is true when considering the impact of new technologies in training applications. New types of applications have been developed during the last few years to incorporate information technology in the…

  7. Applications of Technology, Currently Being Used in Business and Industry, to Education.

    ERIC Educational Resources Information Center

    Satterlee, Brian

    Most educational institutions lag far behind business and industry in the adoption and use of technology. This paper explores the applications of technologies that are currently being used in business and industry, to education. The following technologies are reviewed: virtual learning, wireless networking, collaboration tools, digital video,…

  8. Research on Intelligent Synthesis Environments

    NASA Technical Reports Server (NTRS)

    Noor, Ahmed K.; Lobeck, William E.

    2002-01-01

    Four research activities related to Intelligent Synthesis Environment (ISE) have been performed under this grant. The four activities are: 1) non-deterministic approaches that incorporate technologies such as intelligent software agents, visual simulations and other ISE technologies; 2) virtual labs that leverage modeling, simulation and information technologies to create an immersive, highly interactive virtual environment tailored to the needs of researchers and learners; 3) advanced learning modules that incorporate advanced instructional, user interface and intelligent agent technologies; and 4) assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments.

  9. Research on Intelligent Synthesis Environments

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.; Loftin, R. Bowen

    2002-12-01

    Four research activities related to Intelligent Synthesis Environment (ISE) have been performed under this grant. The four activities are: 1) non-deterministic approaches that incorporate technologies such as intelligent software agents, visual simulations and other ISE technologies; 2) virtual labs that leverage modeling, simulation and information technologies to create an immersive, highly interactive virtual environment tailored to the needs of researchers and learners; 3) advanced learning modules that incorporate advanced instructional, user interface and intelligent agent technologies; and 4) assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments.

  10. Using Interprofessional Learning for Continuing Education: Development and Evaluation of the Graduate Certificate Program in Health Professional Education for Clinicians.

    PubMed

    Henderson, Saras; Dalton, Megan; Cartmel, Jennifer

    2016-01-01

    Health professionals may be expert clinicians but do not automatically make effective teachers and need educational development. In response, a team of health academics at an Australian university developed and evaluated the continuing education Graduate Certificate in Health Professional Education Program using an interprofessional learning model. The model was informed by Collins interactional expertise and Knowles adult learning theories. The team collaboratively developed and taught four courses in the program. Blended learning methods such as web-based learning, face-to-face workshops, and online discussion forums were used. Twenty-seven multidisciplinary participants enrolled in the inaugural program. Focus group interview, self-report questionnaires, and teacher observations were used to evaluate the program. Online learning motivated participants to learn in a collaborative virtual environment. The workshops conducted in an interprofessional environment promoted knowledge sharing and helped participants to better understand other discipline roles, so they could conduct clinical education within a broader health care team context. Work-integrated assessments supported learning relevance. The teachers, however, observed that some participants struggled because of lack of computer skills. Although the interprofessional learning model promoted collaboration and flexibility, it is important to note that consideration be given to participants who are not computer literate. We therefore conducted a library and computer literacy workshop in orientation week which helped. An interprofessional learning environment can assist health professionals to operate outside their "traditional silos" leading to a more collaborative approach to the provision of care. Our experience may assist other organizations in developing similar programs.

  11. Collaborative exams: Cheating? Or learning?

    NASA Astrophysics Data System (ADS)

    Jang, Hyewon; Lasry, Nathaniel; Miller, Kelly; Mazur, Eric

    2017-03-01

    Virtually all human activity involves collaboration, and yet, collaboration during an examination is typically considered cheating. Collaborative assessments have not been widely adopted because of the perceived lack of individual accountability and the notion that collaboration during assessments simply causes propagation of correct answers. Hence, collaboration could help weaker students without providing much benefit to stronger students. In this paper, we examine student performance in open-ended, two-stage collaborative assessments comprised of an individually accountable round followed by an automatically scored, collaborative round. We show that collaboration entails more than just propagation of correct answers. We find greater rates of correct answers after collaboration for all students, including the strongest members of a team. We also find that half of teams that begin without a correct answer to propagate still obtain the correct answer in the collaborative round. Our findings, combined with the convenience of automatic feedback and grading of open-ended questions, provide a strong argument for adopting collaborative assessments as an integral part of education.

  12. National Culture in Practice: Its Impact on Knowledge Sharing in Global Virtual Collaboration

    ERIC Educational Resources Information Center

    Wei, Kangning

    2009-01-01

    Issues concerning global virtual collaboration have received considerable attention in both the academic and practical world; however, little research has been conducted on knowledge-sharing activities in global virtual collaboration, which is a key process to achieve collaboration effectiveness. Due to national culture having been seen as one of…

  13. Strategies for Improving Vaccine Delivery: A Cluster-Randomized Trial.

    PubMed

    Fu, Linda Y; Zook, Kathleen; Gingold, Janet A; Gillespie, Catherine W; Briccetti, Christine; Cora-Bramble, Denice; Joseph, Jill G; Haimowitz, Rachel; Moon, Rachel Y

    2016-06-01

    New emphasis on and requirements for demonstrating health care quality have increased the need for evidence-based methods to disseminate practice guidelines. With regard to impact on pediatric immunization coverage, we aimed to compare a financial incentive program (pay-for-performance [P4P]) and a virtual quality improvement technical support (QITS) learning collaborative. This single-blinded (to outcomes assessor), cluster-randomized trial was conducted among unaffiliated pediatric practices across the United States from June 2013 to June 2014. Practices received either the P4P or QITS intervention. All practices received a Vaccinator Toolkit. P4P practices participated in a tiered financial incentives program for immunization coverage improvement. QITS practices participated in a virtual learning collaborative. Primary outcome was percentage of all needed vaccines received (PANVR). We also assessed immunization up-to-date (UTD) status. Data were analyzed from 3,147 patient records from 32 practices. Practices in the study arms reported similar QI activities (∼6 to 7 activities). We found no difference in PANVR between P4P and QITS (mean ± SE, 90.7% ± 1.1% vs 86.1% ± 1.3%, P = 0.46). Likewise, there was no difference in odds of being UTD between study arms (adjusted odds ratio 1.02, 95% confidence interval 0.68 to 1.52, P = .93). In within-group analysis, patients in both arms experienced nonsignificant increases in PANVR. Similarly, the change in adjusted odds of UTD over time was modest and nonsignificant for P4P but reached significance in the QITS arm (adjusted odds ratio 1.28, 95% confidence interval 1.02 to 1.60, P = .03). Participation in either a financial incentives program or a virtual learning collaborative led to self-reported improvements in immunization practices but minimal change in objectively measured immunization coverage. Copyright © 2016 by the American Academy of Pediatrics.

  14. Examining the Real Merits of the Virtual Microscope

    NASA Astrophysics Data System (ADS)

    Hennessy, Ronan; Meere, Pat; Ho, Timsie; Menuge, Julian; Tyrrell, Shane; Kamber, Balz; Higgs, Bettie; Kelley, Simon

    2017-04-01

    The Geoscience e-Laboratory (GeoLAB) project is a cooperative digital petrological microscopy technology enhanced learning (TEL) resource development project involving the four main university geoscience teaching centres in Ireland. Collaborating with the Open University (UK), a new digital library of petrographic thin sections has been added to the Virtual Microscope for Earth Sciences (VMfES) online repository. The collection was compiled with a view to introducing high-quality samples to teaching programmes in a manner that hitherto was limited by sample and microscope availability and cost and the temporal limits of laboratory access. The project has proceeded to explore the pedagogical implications of using the Virtual Microscope in teaching programmes. Online assessments and self-guided exercises developed using applications such as Google Forms have been introduced into programmes at each centre, and complimented by tutorial and interactive videos designed to support self-guided learning. The GeoLab project is reporting on the pedagogical implications of providing students with unimpeded access to high-quality petrographic learning resources during the term of semester and in advance of student assessments. Additionally, the project is collating data on the perceptions of both teachers and learners to using online learning media in mineralogy and petrology programmes, and if there are benefits therein to the more traditional styles of petrology and microscopy teaching and learning.

  15. Learning global health: a pilot study of an online collaborative intercultural peer group activity involving medical students in Australia and Indonesia.

    PubMed

    Ambrose, Mark; Murray, Linda; Handoyo, Nicholas E; Tunggal, Deif; Cooling, Nick

    2017-01-13

    There is limited research to inform effective pedagogies for teaching global health to undergraduate medical students. Theoretically, using a combination of teaching pedagogies typically used in 'international classrooms' may prove to be an effective way of learning global health. This pilot study aimed to explore the experiences of medical students in Australia and Indonesia who participated in a reciprocal intercultural participatory peer e-learning activity (RIPPLE) in global health. Seventy-one third year medical students (49 from Australia and 22 from Indonesia) from the University of Tasmania (Australia) and the University of Nusa Cendana (Indonesia) participated in the RIPPLE activity. Participants were randomly distributed into 11 intercultural 'virtual' groups. The groups collaborated online over two weeks to study a global health topic of their choice, and each group produced a structured research abstract. Pre- and post-RIPPLE questionnaires were used to capture students' experiences of the activity. Descriptive quantitative data were analysed with Microsoft Excel and qualitative data were thematically analysed. Students' motivation to volunteer for this activity included: curiosity about the innovative approach to learning; wanting to expand knowledge of global health; hoping to build personal and professional relationships; and a desire to be part of an intercultural experience. Afer completing the RIPPLE program, participants reported on global health knowledge acquisition, the development of peer relationships, and insight into another culture. Barriers to achieving the learning outcomes associated with RIPPLE included problems with establishing consistent online communication, and effectively managing time to simultaneously complete RIPPLE and other curricula activities. Medical students from both countries found benefits in working together in small virtual groups to complement existing teaching in global health. However, our pilot study demonstrated that while intercultural collaborative peer learning activities like RIPPLE are feasible, they require robust logistical support and an awareness of the need to manage curriculum alignment in ways that facilitate more effective student engagement.

  16. Mobile Technology in Science Classrooms: Using iPad-Enabled Constructivist Learning to Promote Collaborative Problem Solving and Chemistry Learning

    NASA Astrophysics Data System (ADS)

    Ting, Melodie Mirth G.

    Most recently, there has been a noticeable rise in the push for use of technology in the classroom. The advancement in digital science has increased greatly the capacity to explore animations, models, and interesting apps. that should substantially enhance science cognition. At the same time, there is a great need to increase collaboration in the science classroom. There is a concern that the collaborative experience will be lost with the use of technology in the classroom. This study seeks to explore the use of iPads in conjunction with a constructivist learning approach to promote student collaboration. The participants in this study included two sections of 11 th grade AP Chemistry students. Data was generated from different sources such as teacher observations of classroom interactions patterned after Gilles (2004). In order to gauge student perception of working in groups with the use of the iPad, survey questions adapted from Knezek, Mills and Wakefield (2012) and group interviews were used (Galleta, 2013). Learning outcomes were assessed using methods adapted from a study by Lord and Baviskar (2007). Findings of this study showed high percentages of evidence for increased community, productive student group communication, effective feedback through use of the iPads, and value of the interactive apps., but it also showed that students still preferred face-to-face interactions over virtual interactions for certain learning situations. The study showed good content learning outcomes, as well as favorable opinions among the students for the effectiveness of the use of iPads in collaborative settings in the classroom.

  17. A New Virtual and Remote Experimental Environment for Teaching and Learning Science

    NASA Astrophysics Data System (ADS)

    Lustigova, Zdena; Lustig, Frantisek

    This paper describes how a scientifically exact and problem-solving-oriented remote and virtual science experimental environment might help to build a new strategy for science education. The main features are: the remote observations and control of real world phenomena, their processing and evaluation, verification of hypotheses combined with the development of critical thinking, supported by sophisticated relevant information search, classification and storing tools and collaborative environment, supporting argumentative writing and teamwork, public presentations and defense of achieved results, all either in real presence, in telepresence or in combination of both. Only then real understanding of generalized science laws and their consequences can be developed. This science learning and teaching environment (called ROL - Remote and Open Laboratory), has been developed and used by Charles University in Prague since 1996, offered to science students in both formal and informal learning, and also to science teachers within their professional development studies, since 2003.

  18. A Distributed Multi-Agent System for Collaborative Information Management and Learning

    NASA Technical Reports Server (NTRS)

    Chen, James R.; Wolfe, Shawn R.; Wragg, Stephen D.; Koga, Dennis (Technical Monitor)

    2000-01-01

    In this paper, we present DIAMS, a system of distributed, collaborative agents to help users access, manage, share and exchange information. A DIAMS personal agent helps its owner find information most relevant to current needs. It provides tools and utilities for users to manage their information repositories with dynamic organization and virtual views. Flexible hierarchical display is integrated with indexed query search-to support effective information access. Automatic indexing methods are employed to support user queries and communication between agents. Contents of a repository are kept in object-oriented storage to facilitate information sharing. Collaboration between users is aided by easy sharing utilities as well as automated information exchange. Matchmaker agents are designed to establish connections between users with similar interests and expertise. DIAMS agents provide needed services for users to share and learn information from one another on the World Wide Web.

  19. Arguing to learn in science: the role of collaborative, critical discourse.

    PubMed

    Osborne, Jonathan

    2010-04-23

    Argument and debate are common in science, yet they are virtually absent from science education. Recent research shows, however, that opportunities for students to engage in collaborative discourse and argumentation offer a means of enhancing student conceptual understanding and students' skills and capabilities with scientific reasoning. As one of the hallmarks of the scientist is critical, rational skepticism, the lack of opportunities to develop the ability to reason and argue scientifically would appear to be a significant weakness in contemporary educational practice. In short, knowing what is wrong matters as much as knowing what is right. This paper presents a summary of the main features of this body of research and discusses its implications for the teaching and learning of science.

  20. Spaghetti Sine Curves: Virtual Environments for Reasoning and Sense Making

    ERIC Educational Resources Information Center

    Özgün-Koca, S. Asli; Edwards, Michael Todd; Meagher, Michael

    2013-01-01

    In a recent collaboration with an area high school teacher, the authors were asked to develop an introductory sinusoidal curves lesson for a group of second-year algebra students. Because the topic was abstract and unfamiliar to these tenth graders, they looked for hands-on lessons to support their learning. One lesson that they found, which they…

  1. The Pedagogical Variation Model (PVM) for Work-Based Training in Virtual Classrooms: Evaluation at Kuwait University

    ERIC Educational Resources Information Center

    Rogers, Maria Susy; Aldhafeeri, Fayiz Mensher

    2015-01-01

    A collaborative research initiative was undertaken to evaluate the pedagogical variation model (PVM) for online learning and teaching at Kuwait University. Outcomes from sample populations of students--both postgraduates and undergraduates--from the Faculty of Education were analyzed for comparison. As predicted in the PVM, the findings indicate…

  2. ICT-SUSTOUR and MARKETOUR: Two Second Language Acquisition Projects through a Virtual Learning Environment

    ERIC Educational Resources Information Center

    Colomar, M. Pilar Alberola; Guzman, Eva Gil

    2009-01-01

    We are presenting a methodological approach that aims to increase students' motivation by asking them to develop tasks based on professional settings. In order to meet this objective a collaborative methodology was designed and applied to two multidisciplinary projects: MARKETOUR and ICT-SUSTOUR. Both projects made students face real workplace…

  3. Alternate Reality Games as Learning Environments for Student Induction

    ERIC Educational Resources Information Center

    Whitton, Nicola; Jones, Rosie; Wilson, Scott; Whitton, Peter

    2014-01-01

    Alternate reality games (ARGs) are a relatively new form of collaborative game that make use of both the virtual and real worlds to engage players in a series of challenges within a compelling narrative. The Alternate Reality Games for Orientation, Socialisation and Induction (ARGOSI) project aimed to use this game format to provide an alternative…

  4. Likes Attract: Students Self-Sort in a Classroom by Gender, Demography, and Academic Characteristics

    ERIC Educational Resources Information Center

    Freeman, Scott; Theobald, Roddy; Crowe, Alison J.; Wenderoth, Mary Pat

    2017-01-01

    Although a growing literature has documented the effectiveness of informal group work during class sessions, virtually no data exist on which students are collaborating. As a result, instructors rarely know whether students are self-sorting in ways that maximize learning. This article explores which undergraduate students worked together on each…

  5. A Proposed Framework for Collaborative Design in a Virtual Environment

    NASA Astrophysics Data System (ADS)

    Breland, Jason S.; Shiratuddin, Mohd Fairuz

    This paper describes a proposed framework for a collaborative design in a virtual environment. The framework consists of components that support a true collaborative design in a real-time 3D virtual environment. In support of the proposed framework, a prototype application is being developed. The authors envision the framework will have, but not limited to the following features: (1) real-time manipulation of 3D objects across the network, (2) support for multi-designer activities and information access, (3) co-existence within same virtual space, etc. This paper also discusses a proposed testing to determine the possible benefits of a collaborative design in a virtual environment over other forms of collaboration, and results from a pilot test.

  6. Design of efficient molecular organic light-emitting diodes by a high-throughput virtual screening and experimental approach.

    PubMed

    Gómez-Bombarelli, Rafael; Aguilera-Iparraguirre, Jorge; Hirzel, Timothy D; Duvenaud, David; Maclaurin, Dougal; Blood-Forsythe, Martin A; Chae, Hyun Sik; Einzinger, Markus; Ha, Dong-Gwang; Wu, Tony; Markopoulos, Georgios; Jeon, Soonok; Kang, Hosuk; Miyazaki, Hiroshi; Numata, Masaki; Kim, Sunghan; Huang, Wenliang; Hong, Seong Ik; Baldo, Marc; Adams, Ryan P; Aspuru-Guzik, Alán

    2016-10-01

    Virtual screening is becoming a ground-breaking tool for molecular discovery due to the exponential growth of available computer time and constant improvement of simulation and machine learning techniques. We report an integrated organic functional material design process that incorporates theoretical insight, quantum chemistry, cheminformatics, machine learning, industrial expertise, organic synthesis, molecular characterization, device fabrication and optoelectronic testing. After exploring a search space of 1.6 million molecules and screening over 400,000 of them using time-dependent density functional theory, we identified thousands of promising novel organic light-emitting diode molecules across the visible spectrum. Our team collaboratively selected the best candidates from this set. The experimentally determined external quantum efficiencies for these synthesized candidates were as large as 22%.

  7. Design of efficient molecular organic light-emitting diodes by a high-throughput virtual screening and experimental approach

    NASA Astrophysics Data System (ADS)

    Gómez-Bombarelli, Rafael; Aguilera-Iparraguirre, Jorge; Hirzel, Timothy D.; Duvenaud, David; MacLaurin, Dougal; Blood-Forsythe, Martin A.; Chae, Hyun Sik; Einzinger, Markus; Ha, Dong-Gwang; Wu, Tony; Markopoulos, Georgios; Jeon, Soonok; Kang, Hosuk; Miyazaki, Hiroshi; Numata, Masaki; Kim, Sunghan; Huang, Wenliang; Hong, Seong Ik; Baldo, Marc; Adams, Ryan P.; Aspuru-Guzik, Alán

    2016-10-01

    Virtual screening is becoming a ground-breaking tool for molecular discovery due to the exponential growth of available computer time and constant improvement of simulation and machine learning techniques. We report an integrated organic functional material design process that incorporates theoretical insight, quantum chemistry, cheminformatics, machine learning, industrial expertise, organic synthesis, molecular characterization, device fabrication and optoelectronic testing. After exploring a search space of 1.6 million molecules and screening over 400,000 of them using time-dependent density functional theory, we identified thousands of promising novel organic light-emitting diode molecules across the visible spectrum. Our team collaboratively selected the best candidates from this set. The experimentally determined external quantum efficiencies for these synthesized candidates were as large as 22%.

  8. Immersive participation: Smartphone-Apps and Virtual Reality - tools for knowledge transfer, citizen science and interactive collaboration

    NASA Astrophysics Data System (ADS)

    Dotterweich, Markus

    2017-04-01

    In the last few years, the use of smartphone-apps has become a daily routine in our life. However, only a few approaches have been undertaken to use apps for transferring scientific knowledge to the public audience. The development of learning apps or serious games requires large efforts and several levels of simplification which is different to traditional text books or learning webpages. Current approaches often lack a connection to the real life and/or innovative gamification concepts. Another almost untapped potential is the use of Virtual Reality, a fast growing technology which replicates a virtual environment in order to simulate physical experiences in artificial or real worlds. Hence, smartphone-apps and VR provides new opportunities for capacity building, knowledge transfer, citizen science or interactive engagement in the realm of environmental sciences. This presentation will show some examples and discuss the advantages of these immersive approaches to improve the knowledge transfer between scientists and citizens and to stimulate actions in the real world.

  9. Evolutionary Approach of Virtual Communities of Practice: A Reflection within a Network of Spanish Rural Schools

    NASA Astrophysics Data System (ADS)

    Frossard, Frédérique; Trifonova, Anna; Barajas Frutos, Mario

    The isolation of rural communities creates special necessities for teachers and students in rural schools. The present article describes "Rural Virtual School", a Virtual Community of Practice (VCoP) in which Spanish teachers of rural schools share learning resources and teaching methodologies through social software applications. The article arrives to an evolutionary model, in which the use of the social software tools evolves together with the needs and the activities of the VCoP through the different stages of its lifetime. Currently, the community has reached a high level of maturity and, in order to keep its momentum, the members intentionally use appropriate technologies specially designed to enhance rich innovative educational approaches, through which they collaboratively generate creative practices.

  10. Social Media and Population Health Virtual Exchange for Senior Nursing Students: An International Collaboration.

    PubMed

    Procter, Paula M; Brixey, Juliana J; Honey, Michelle L L; Todhunter, Fern

    2016-01-01

    The authors have all engaged in using social media with students as a means for collaboration across national and international boundaries for various educational purposes. Following the explosion of big data in health the authors are now moving this concept forward within undergraduate and postgraduate nursing curricula for the development of population health virtual exchanges. Nursing has a global presence and yet it appears as though students have little knowledge of the health and social care needs and provision outside their local environment. This development will allow for explorative exchange amongst students in three countries, enhancing their understanding of their own and the selected international population health needs and solutions through asking and responding to questions amongst the learning community involved. The connection of the students will be recorded for their use in reflection; of particular interest will be the use of information included by the students to answer questions about their locality.

  11. Virtual Teaming and Collaboration Technology: A Study of Influences on Virtual Project Outcomes

    ERIC Educational Resources Information Center

    Broils, Gary C.

    2014-01-01

    The purpose of this quantitative correlational study was to explore the relationships between the independent variables, contextual factors for virtual teams and collaboration technology, and the dependent variable, virtual project outcomes. The problem leading to the need for the study is a lower success rate for virtual projects compared to…

  12. Teaching with technology: automatically receiving information from the internet and web.

    PubMed

    Wink, Diane M

    2010-01-01

    In this bimonthly series, the author examines how nurse educators can use the Internet and Web-based computer technologies such as search, communication, and collaborative writing tools, social networking and social bookmarking sites, virtual worlds, and Web-based teaching and learning programs. This article presents information and tools related to automatically receiving information from the Internet and Web.

  13. Use and Perceptions of Second Life by Distance Learners: A Comparison with Other Communication Media

    ERIC Educational Resources Information Center

    Murray, Jo-Anne; Littleton, Fiona; Dozier, Marshall

    2015-01-01

    Research has shown that the use of communication media in distance education can reduce feelings of distance and isolation from peers and tutors and provide opportunities for collaborative learning (Bates, 2005). The use of virtual worlds (VW) in education has increased in recent years, with Second Life (SL) being the most commonly used VW in…

  14. A study on haptic collaborative game in shared virtual environment

    NASA Astrophysics Data System (ADS)

    Lu, Keke; Liu, Guanyang; Liu, Lingzhi

    2013-03-01

    A study on collaborative game in shared virtual environment with haptic feedback over computer networks is introduced in this paper. A collaborative task was used where the players located at remote sites and played the game together. The player can feel visual and haptic feedback in virtual environment compared to traditional networked multiplayer games. The experiment was desired in two conditions: visual feedback only and visual-haptic feedback. The goal of the experiment is to assess the impact of force feedback on collaborative task performance. Results indicate that haptic feedback is beneficial for performance enhancement for collaborative game in shared virtual environment. The outcomes of this research can have a powerful impact on the networked computer games.

  15. A collaborative molecular modeling environment using a virtual tunneling service.

    PubMed

    Lee, Jun; Kim, Jee-In; Kang, Lin-Woo

    2012-01-01

    Collaborative researches of three-dimensional molecular modeling can be limited by different time zones and locations. A networked virtual environment can be utilized to overcome the problem caused by the temporal and spatial differences. However, traditional approaches did not sufficiently consider integration of different computing environments, which were characterized by types of applications, roles of users, and so on. We propose a collaborative molecular modeling environment to integrate different molecule modeling systems using a virtual tunneling service. We integrated Co-Coot, which is a collaborative crystallographic object-oriented toolkit, with VRMMS, which is a virtual reality molecular modeling system, through a collaborative tunneling system. The proposed system showed reliable quantitative and qualitative results through pilot experiments.

  16. Vroom: designing an augmented environment for remote collaboration in digital cinema production

    NASA Astrophysics Data System (ADS)

    Margolis, Todd; Cornish, Tracy

    2013-03-01

    As media technologies become increasingly affordable, compact and inherently networked, new generations of telecollaborative platforms continue to arise which integrate these new affordances. Virtual reality has been primarily concerned with creating simulations of environments that can transport participants to real or imagined spaces that replace the "real world". Meanwhile Augmented Reality systems have evolved to interleave objects from Virtual Reality environments into the physical landscape. Perhaps now there is a new class of systems that reverse this precept to enhance dynamic media landscapes and immersive physical display environments to enable intuitive data exploration through collaboration. Vroom (Virtual Room) is a next-generation reconfigurable tiled display environment in development at the California Institute for Telecommunications and Information Technology (Calit2) at the University of California, San Diego. Vroom enables freely scalable digital collaboratories, connecting distributed, high-resolution visualization resources for collaborative work in the sciences, engineering and the arts. Vroom transforms a physical space into an immersive media environment with large format interactive display surfaces, video teleconferencing and spatialized audio built on a highspeed optical network backbone. Vroom enables group collaboration for local and remote participants to share knowledge and experiences. Possible applications include: remote learning, command and control, storyboarding, post-production editorial review, high resolution video playback, 3D visualization, screencasting and image, video and multimedia file sharing. To support these various scenarios, Vroom features support for multiple user interfaces (optical tracking, touch UI, gesture interface, etc.), support for directional and spatialized audio, giga-pixel image interactivity, 4K video streaming, 3D visualization and telematic production. This paper explains the design process that has been utilized to make Vroom an accessible and intuitive immersive environment for remote collaboration specifically for digital cinema production.

  17. Gamification and Multimedia for Medical Education: A Landscape Review.

    PubMed

    McCoy, Lise; Lewis, Joy H; Dalton, David

    2016-01-01

    Medical education is rapidly evolving. Students enter medical school with a high level of technological literacy and an expectation for instructional variety in the curriculum. In response, many medical schools now incorporate technology-enhanced active learning and multimedia education applications. Education games, medical mobile applications, and virtual patient simulations are together termed gamified training platforms. To review available literature for the benefits of using gamified training platforms for medical education (both preclinical and clinical) and training. Also, to identify platforms suitable for these purposes with links to multimedia content. Peer-reviewed literature, commercially published media, and grey literature were searched to compile an archive of recently published scientific evaluations of gamified training platforms for medical education. Specific educational games, mobile applications, and virtual simulations useful for preclinical and clinical training were identified and categorized. Available evidence was summarized as it related to potential educational advantages of the identified platforms for medical education. Overall, improved learning outcomes have been demonstrated with virtual patient simulations. Games have the potential to promote learning, increase engagement, allow for real-word application, and enhance collaboration. They can also provide opportunities for risk-free clinical decision making, distance training, learning analytics, and swift feedback. A total of 5 electronic games and 4 mobile applications were identified for preclinical training, and 5 electronic games, 10 mobile applications, and 12 virtual patient simulation tools were identified for clinical training. Nine additional gamified, virtual environment training tools not commercially available were also identified. Many published studies suggest possible benefits from using gamified media in medical curriculum. This is a rapidly growing field. More research is required to rigorously evaluate the specific educational benefits of these interventions. This archive of hyperlinked tools can be used as a resource for all levels of medical trainees, providers, and educators.

  18. Learning in Authentic Earth and Planetary Contexts

    NASA Astrophysics Data System (ADS)

    Fergusson, J. A.; Oliver, C. A.

    2006-12-01

    A Virtual Field Trip project has been developed in collaboration with NASA Learning Technologies to allow students, internationally, to accompany scientists on a field trip to the Pilbara region of Western Australia to debate the relevance of ancient structures called stromatolites, to the origins of life on Earth and the search for life on Mars. The project was planned with the aim of exposing high school students to `science in the making', including exposure to the ongoing debate and uncertainties involved in scientific research. The development of the project stemmed from both research-based and anecdotal evidence that current science education programs are not providing secondary students with a good understanding of the processes of science. This study seeks to examine the effectiveness of student use of the tools to increase awareness of the processes of science and to evaluate the effectiveness of the tools in terms of student learning. The literature reports that there is a need for learning activities to be conducted within meaningful contexts. The virtual field trip tools create an environment that simulates key elements in the scientific process. Such an approach allows students to learn by doing, to work like scientists and apply their learning in an authentic context.

  19. Share (And Not) Share Alike: Improving Virtual Team Climate and Decision Performance

    ERIC Educational Resources Information Center

    Cordes, Sean

    2017-01-01

    Virtual teams face unique communication and collaboration challenges that impact climate development and performance. First, virtual teams rely on technology mediated communication which can constrain communication. Second, team members lack skill for adapting process to the virtual setting. A collaboration process structure was designed to…

  20. A Collaborative Molecular Modeling Environment Using a Virtual Tunneling Service

    PubMed Central

    Lee, Jun; Kim, Jee-In; Kang, Lin-Woo

    2012-01-01

    Collaborative researches of three-dimensional molecular modeling can be limited by different time zones and locations. A networked virtual environment can be utilized to overcome the problem caused by the temporal and spatial differences. However, traditional approaches did not sufficiently consider integration of different computing environments, which were characterized by types of applications, roles of users, and so on. We propose a collaborative molecular modeling environment to integrate different molecule modeling systems using a virtual tunneling service. We integrated Co-Coot, which is a collaborative crystallographic object-oriented toolkit, with VRMMS, which is a virtual reality molecular modeling system, through a collaborative tunneling system. The proposed system showed reliable quantitative and qualitative results through pilot experiments. PMID:22927721

  1. Interpersonal behaviors and socioemotional interaction of medical students in a virtual clinical encounter

    PubMed Central

    2014-01-01

    Background The virtual clinical encounter (VCE) may function as an important support for medical students in or prior to clinical practice to train and ease communication and socioemotional interactions with patients. Few studies have however focused on the dynamics of interpersonal behaviors in clinical interviewing with a virtual patient (VP) and the affective responses evoked by such a learning experience. The study was designed to investigate the dynamics and congruence of interpersonal behaviors and socioemotional interaction exhibited during the learning experience in a VCE, and to evaluate which interaction design characteristics contribute most to the behavioral and affective engagement in medical students. Methods Thirty medical students (sixth semester) participated voluntarily in an exploratory observational study with a highly interactive VP case based on a trustworthy VP encounter with a natural and realistic dialogue interface. Students worked collaboratively in pairs. They were videotaped for further behavioral analysis and self-reported (in both a survey and an interview) their personal opinions, perceptions and attitudes about the VCE. A mixed methods approach was applied. Results All participants demonstrated an adequate, respectful and relevant clinical case management and to obtain psychosocial history. The collaborative workspace played its role and led to dynamic and engaged discussions fostering thus shared understanding. The results suggest that the VCE studied was perceived as a meaningful, intrinsically motivational and activating learning environment, and was found to socially and emotionally engage learners. We also found that VCEs have the potential to support the development of relevant and congruent interpersonal communication skills in trainees. Conclusions By taking advantage of socioemotional interaction, VCEs promote not only critical reflection skills or strategy-selection skills, but also to develop listening and nonverbal skills, induce self-awareness and target coping behaviours. We believe that, if applied in early medical education, this learning approach may facilitate clinical encounters at an early stage and contribute to responsible clinical decision making. PMID:24685070

  2. Science for All: Strengthening Pathways for Scientists and Engineers to Bring Real-World Relevancy to STEM Concepts During Just-in-Time Learning

    NASA Astrophysics Data System (ADS)

    Klug Boonstra, S.

    2017-12-01

    With the advent and widespread adoption of virtual connectivity, it is possible for scientists, engineers, and other STEM professionals to reach every place the youth of America learn! Arizona State University's School of Earth and Space Exploration, in planned collaboration with national STEM organizations, agencies, and education partners, are proposing a bold, collaborative, national model that will better enable STEM professionals of all disciplines to meet the needs of their audiences more effectively and efficiently. STEM subject matter experts (SMEs) can bring timely and authentic, real-world examples that engage and motivate learners in the conceptual learning journey presented through formal and informal curricula while also providing a personal face and story of their STEM journey and experience. With over 6.2 million scientists and engineers, 55.6 million PreK-12 students, and 6.3 million community college students in the US, the possible reach, long-term impact, and benefits of the virtual, just-in-time interactions between SMEs, teachers, and students has the potential to provide the missing links of relevancy and real-world application that will engage learners and enhance STEM understanding at a higher, deeper level while having the capacity to do this at a national scale. Providing professional development training for the SMEs will be an essential element in helping them to understand where their STEM work is relevant and appropriate within educational learning progressions. The vision for STEM Connect will be to prepare the STEM SMEs to share their expertise in a way that will show the dynamic and iterative nature of STEM research and design, helping them to bring their STEM expertise to formal and informal learners in a strategic and meaningful way. Discussions with possible STEM Connect collaborators (e.g., national STEM member-based organizations, technology providers, federal agencies, and professional educational organizations) are underway to bring together a national design and implementation vision, start to build a collaborative team, and to look for funding mechanisms. We hope to empower this national pathway for STEM professionals to impact the way the next generation will understand and appreciate STEM's impact on our everyday lives.

  3. Collaborative learning using Internet2 and remote collections of stereo dissection images.

    PubMed

    Dev, Parvati; Srivastava, Sakti; Senger, Steven

    2006-04-01

    We have investigated collaborative learning of anatomy over Internet2, using an application called remote stereo viewer (RSV). This application offers a unique method of teaching anatomy, using high-resolution stereoscopic images, in a client-server architecture. Rotated sequences of stereo image pairs were produced by volumetric rendering of the Visible female and by dissecting and photographing a cadaveric hand. A client-server application (RSV) was created to provide access to these image sets, using a highly interactive interface. The RSV system was used to provide a "virtual anatomy" session for students in the Stanford Medical School Gross Anatomy course. The RSV application allows both independent and collaborative modes of viewing. The most appealing aspects of the RSV application were the capacity for stereoscopic viewing and the potential to access the content remotely within a flexible temporal framework. The RSV technology, used over Internet2, thus serves as an effective complement to traditional methods of teaching gross anatomy. (c) 2006 Wiley-Liss, Inc.

  4. A workout for virtual bodybuilders (design issues for embodiment in multi-actor virtual environments)

    NASA Technical Reports Server (NTRS)

    Benford, Steve; Bowers, John; Fahlen, Lennart E.; Greenhalgh, Chris; Snowdon, Dave

    1994-01-01

    This paper explores the issue of user embodiment within collaborative virtual environments. By user embodiment we mean the provision of users with appropriate body images so as to represent them to others and also to themselves. By collaborative virtual environments we mean multi-user virtual reality systems which support cooperative work (although we argue that the results of our exploration may also be applied to other kinds of collaborative systems). The main part of the paper identifies a list of embodiment design issues including: presence, location, identity, activity, availability, history of activity, viewpoint, action point, gesture, facial expression, voluntary versus involuntary expression, degree of presence, reflecting capabilities, manipulating the user's view of others, representation across multiple media, autonomous and distributed body parts, truthfulness and efficiency. Following this, we show how these issues are reflected in our own DIVE and MASSIVE prototype collaborative virtual environments.

  5. An investigation of the efficacy of collaborative virtual reality systems for moderated remote usability testing.

    PubMed

    Chalil Madathil, Kapil; Greenstein, Joel S

    2017-11-01

    Collaborative virtual reality-based systems have integrated high fidelity voice-based communication, immersive audio and screen-sharing tools into virtual environments. Such three-dimensional collaborative virtual environments can mirror the collaboration among usability test participants and facilitators when they are physically collocated, potentially enabling moderated usability tests to be conducted effectively when the facilitator and participant are located in different places. We developed a virtual collaborative three-dimensional remote moderated usability testing laboratory and employed it in a controlled study to evaluate the effectiveness of moderated usability testing in a collaborative virtual reality-based environment with two other moderated usability testing methods: the traditional lab approach and Cisco WebEx, a web-based conferencing and screen sharing approach. Using a mixed methods experimental design, 36 test participants and 12 test facilitators were asked to complete representative tasks on a simulated online shopping website. The dependent variables included the time taken to complete the tasks; the usability defects identified and their severity; and the subjective ratings on the workload index, presence and satisfaction questionnaires. Remote moderated usability testing methodology using a collaborative virtual reality system performed similarly in terms of the total number of defects identified, the number of high severity defects identified and the time taken to complete the tasks with the other two methodologies. The overall workload experienced by the test participants and facilitators was the least with the traditional lab condition. No significant differences were identified for the workload experienced with the virtual reality and the WebEx conditions. However, test participants experienced greater involvement and a more immersive experience in the virtual environment than in the WebEx condition. The ratings for the virtual environment condition were not significantly different from those for the traditional lab condition. The results of this study suggest that participants were productive and enjoyed the virtual lab condition, indicating the potential of a virtual world based approach as an alternative to conventional approaches for synchronous usability testing. Copyright © 2017 Elsevier Ltd. All rights reserved.

  6. Cyberinfrastructure and Scientific Collaboration: Application of a Virtual Team Performance Framework with Potential Relevance to Education. WCER Working Paper No. 2010-12

    ERIC Educational Resources Information Center

    Kraemer, Sara; Thorn, Christopher A.

    2010-01-01

    The purpose of this exploratory study was to identify and describe some of the dimensions of scientific collaborations using high throughput computing (HTC) through the lens of a virtual team performance framework. A secondary purpose was to assess the viability of using a virtual team performance framework to study scientific collaborations using…

  7. Distributed collaborative environments for virtual capability-based planning

    NASA Astrophysics Data System (ADS)

    McQuay, William K.

    2003-09-01

    Distributed collaboration is an emerging technology that will significantly change how decisions are made in the 21st century. Collaboration involves two or more geographically dispersed individuals working together to share and exchange data, information, knowledge, and actions. The marriage of information, collaboration, and simulation technologies provides the decision maker with a collaborative virtual environment for planning and decision support. This paper reviews research that is focusing on the applying open standards agent-based framework with integrated modeling and simulation to a new Air Force initiative in capability-based planning and the ability to implement it in a distributed virtual environment. Virtual Capability Planning effort will provide decision-quality knowledge for Air Force resource allocation and investment planning including examining proposed capabilities and cost of alternative approaches, the impact of technologies, identification of primary risk drivers, and creation of executable acquisition strategies. The transformed Air Force business processes are enabled by iterative use of constructive and virtual modeling, simulation, and analysis together with information technology. These tools are applied collaboratively via a technical framework by all the affected stakeholders - warfighter, laboratory, product center, logistics center, test center, and primary contractor.

  8. Internet-Based Laboratory Immersion: When The Real Deal is Not Available

    NASA Astrophysics Data System (ADS)

    Meisner, Gerald; Hoffman, Harol

    2004-11-01

    Do you want all of your students to investigate equilibrium conditions in the physics lab, but don't have time for lab investigations? Do your under-prepared students need basic, careful and detailed remedial work to help them succeed? LAAPhysics provides an answer to these questions by means of robust online physics courseware based on: (1) a sound, research-based pedagogy (2) a rich laboratory environment with skills and operational knowledge transferable to the wet lab' and (3) a paradigm which is economically scalable. LAAPhysics provides both synchronous and asynchronous learning experiences for an introductory, algebra-based course for students (undergraduate, AP High School, seekers of a second degree), those seeking career changes, and pre-service and in-service teachers. We have developed a simulated physics laboratory comprised of virtual lab equipment and instruments, associated curriculum modules and virtual guidance for real time feedback, formative assessment and collaborative learning.

  9. Knowledge Sharing in Virtual Teams: The Impact on Trust, Collaboration, and Team Effectiveness

    ERIC Educational Resources Information Center

    Alsharo, Mohammad K.

    2013-01-01

    Virtual teams are utilized by organizations to gather experts to collaborate online in order to accomplish organizational tasks. However, the characteristics of these teams create challenges to effective collaboration and effective team outcome. Collaboration is an essential component of teamwork, the notion of forming teams in organizations is…

  10. Enhancing RN-to-BSN students' information literacy skills through the use of instructional technology.

    PubMed

    Schutt, Michelle A; Hightower, Barbara

    2009-02-01

    The American Association of Colleges of Nursing advocates that professional nurses have the information literacy skills essential for evidence-based practice. As nursing schools embrace evidence-based models to prepare students for nursing careers, faculty can collaborate with librarians to create engaging learning activities focused on the development of information literacy skills. Instructional technology tools such as course management systems, virtual classrooms, and online tutorials provide opportunities to reach students outside the traditional campus classroom. This article discusses the collaborative process between faculty and a library instruction coordinator and strategies used to create literacy learning activities focused on the development of basic database search skills for a Computers in Nursing course. The activities and an online tutorial were included in a library database module incorporated into WebCT. In addition, synchronous classroom meeting software was used by the librarian to reach students in the distance learning environment. Recommendations for module modifications and faculty, librarian, and student evaluations are offered.

  11. Virtual Collaboration Readiness Measurement a Case Study in the Automobile Industry

    NASA Astrophysics Data System (ADS)

    Ziarati, Koorush; Khayami, Raouf; Parvinnia, Elham; Afroozi Milani, Ghazal

    In end of the last century information and communication technology caused a veritable evolution in the world of business and commerce. Globalization has changed all the commerce equations and business plans. Old companies have to change their strategies if they want to survive after this technological revolution. A new form of collaboration between the distributed and networked organizations has emerged as the "Virtual Organization" paradigm. A company can not join a virtual organization before obtaining a virtual maturity. This maturity shows the readiness of the company to begin a virtual collaboration. In this paper, based on the coherent and formal definition of virtual organizations, the criteria for measuring the readiness of companies are proposed. Our criteria are confirmed, modified or combined by using the factor analysis method on a sufficient number of virtual companies in the automobile manufacturing industry.

  12. To what extent can PBL principles be applied in blended learning: Lessons learned from health master programs.

    PubMed

    de Jong, N; Krumeich, J S M; Verstegen, D M L

    2017-02-01

    Maastricht University has been actively exploring blended learning approaches to PBL in Health Master Programs. Key principles of PBL are, learning should be constructive, self-directed, collaborative, and contextual. The purpose is to explore whether these principles are applicable in blended learning. The programs, Master of Health Services Innovation (case 1), Master Programme in Global Health (case 2), and the Master of Health Professions Education (case 3), used a Virtual Learning Environment for exchanging material and were independently analyzed. Quantitative data were collected for cases 1 and 2. Simple descriptive analyses such as frequencies were performed. Qualitative data for cases 1 and 3 were collected via (focus group) interviews. All PBL principles could be recognized in case 1. Case 2 seemed to be more project-based. In case 3, collaboration between students was not possible because of a difference in time-zones. Important educational aspects: agreement on rules for (online) sessions; visual contact (student-student and student-teacher), and frequent feedback. PBL in a blended learning format is perceived to be an effective strategy. The four principles of PBL can be unified in PBL with a blended learning format, although the extent to which each principle can be implemented can differ.

  13. A virtual patient educational activity to improve interprofessional competencies: A randomized trial.

    PubMed

    Shoemaker, Michael J; de Voest, Margaret; Booth, Andrew; Meny, Lisa; Victor, Justin

    2015-01-01

    The purpose of the present study was to determine whether an interprofessional virtual patient educational activity improved interprofessional competencies in pharmacy, physician assistant, and physical therapy graduate students. Seventy-two fifth semester pharmacy (n = 33), fourth semester physician assistant (n = 27) and fourth semester physical therapy (n = 12) graduate students participated in the study. Participants were stratified by discipline and randomized into control (n = 38) and experimental groups (n = 34). At baseline and at study completion, all participants completed an original, investigator-developed survey that measured improvement in selected Interprofessional Education Collaborative (IPEC) competencies and the Readiness for Interprofessional Learning Scale (RIPLS). The experimental group had statistically significantly greater odds of improving on a variety of IPEC competencies and RIPLS items. The use of a single, interprofessional educational activity resulted in having a greater awareness of other professions' scopes of practice, what other professions have to offer a given patient and how different professions can collaborate in patient care.

  14. Perfecting scientists’ collaboration and problem-solving skills in the virtual team environment

    USDA-ARS?s Scientific Manuscript database

    Perfecting Scientists’ Collaboration and Problem-Solving Skills in the Virtual Team Environment Numerous factors have contributed to the proliferation of conducting work in virtual teams at the domestic, national, and global levels: innovations in technology, critical developments in software, co-lo...

  15. Virtual Teams and E-Collaboration Technology: A Case Study Investigating the Dynamics of Virtual Team Communication

    ERIC Educational Resources Information Center

    Mattison, Theresa

    2011-01-01

    The purpose of this study was to determine to what extent the use of e-collaboration tools when used as a primary channel of communication affected virtual team members' trust and motivation, in a spatially dispersed environment. Structured interviews were conducted with 18 project managers, who were responsible for leading virtual projects…

  16. Get immersed in the Soil Sciences: the first community of avatars in the EGU Assembly 2015!

    NASA Astrophysics Data System (ADS)

    Castillo, Sebastian; Alarcón, Purificación; Beato, Mamen; Emilio Guerrero, José; José Martínez, Juan; Pérez, Cristina; Ortiz, Leovigilda; Taguas, Encarnación V.

    2015-04-01

    Virtual reality and immersive worlds refer to artificial computer-generated environments, with which users act and interact as in a known environment by the use of figurative virtual individuals (avatars). Virtual environments will be the technology of the early twenty-first century that will most dramatically change the way we live, particularly in the areas of training and education, product development and entertainment (Schmorrow, 2009). The usefulness of immersive worlds has been proved in different fields. They reduce geographic and social barriers between different stakeholders and create virtual social spaces which can positively impact learning and discussion outcomes (Lorenzo et al. 2012). In this work we present a series of interactive meetings in a virtual building to celebrate the International Year of Soil to promote the importance of soil functions and its conservation. In a virtual room, the avatars of different senior researchers will meet young scientist avatars to talk about: 1) what remains to be done in Soil Sciences; 2) which are their main current limitations and difficulties and 3) which are the future hot research lines. The interactive participation does not require physically attend to the EGU Assembly 2015. In addition, this virtual building inspired in Soil Sciences can be completed with different teaching resources from different locations around the world and it will be used to improve the learning of Soil Sciences in a multicultural context. REFERENCES: Lorenzo C.M., Sicilia, M.A., Sánchez S. 2012. Studying the effectiveness of multi-user immersive environments for collaborative evaluation tasks. Computers & Education 59 (2012) 1361-1376 Schmorrow D.D. 2009. "Why virtual?" Theoretical Issues in Ergonomics Science 10(3): 279-282.

  17. Development and validation of simulated virtual patients to impart early clinical exposure in endocrine physiology.

    PubMed

    Gupta, Akriti; Singh, Satendra; Khaliq, Farah; Dhaliwal, Upreet; Madhu, S V

    2018-03-01

    In the country presently, preclinical medical students are not routinely exposed to real patients. Thus, when they start clinical postings, they are found to have poor clinical reasoning skills. Simulated virtual patients (SVPs) can improve clinical skills without endangering real patients. This pilot study describes the development of two SVPs in endocrine physiology and their validation in terms of acquisition of clinical knowledge and student engagement. Two SVPs, Nandini Sharma (unintentional weight gain) and Sunil Yadav (polyuria), were created and published on the i-Human Patients platform through an iterative, interdisciplinary, and transdisciplinary collaborative process using the conceptual framework of Kim et al. (Kim S, Phillips WR, Pinsky L, Brock D, Phillips K, Keary J. Med Educ 40: 867-876, 2006). After internal and external peer validation, the SVPs were piloted on 40 students (20 students per virtual patient) over 2 wk. A cognitive pretest was conducted before exposure, and a posttest soon after. Faculty and student feedback were collected. Faculty found SVPs authentic, helpful as teaching-learning tools, and useful for giving feedback and for assessment. Students found SVPs more engaging than paper cases and helpful in developing clinical reasoning and in imparting clinical exposure. Pretest and posttest scores indicated knowledge gain ( P < 0.01). Although challenging to create, SVPs created on the i-Human Patients platform improved learning in endocrine physiology and were well accepted by students and faculty as a means to provide early clinical exposure. More SVPs can be developed through collaboration between stakeholder departments and integrated into the curriculum for greater benefit.

  18. Virtual patient simulation in psychiatric care - A pilot study of digital support for collaborate learning.

    PubMed

    Sunnqvist, Charlotta; Karlsson, Karin; Lindell, Lisbeth; Fors, Uno

    2016-03-01

    Psychiatric and mental health nursing is built on a trusted nurse and patient relationship. Therefore communication and clinical reasoning are two important issues. Our experiences as teachers in psychiatric educational programmes are that the students feel anxiety and fear before they start their clinical practices in psychiatry. Therefore there is a need for bridging over the fear. Technology enhanced learning might support such activities so we used Virtual patients (VPs), an interactive computer simulations of real-life clinical scenarios. The aim of this study was to investigate 4th term nursing students' opinions on the use of Virtual Patients for assessment in a Mental Health and Ill-health course module. We asked 24 volunteering students to practise with five different VP cases during almost 10 weeks before the exam. The participants were gathered together for participating in a written and an oral evaluation. The students were positive to the use of VPs in psychiatry and were very positive to use VPs in their continued nursing education. It seems that Virtual Patients can be an activity producing pedagogic model promoting students' independent knowledge development, critical thinking, reflection and problem solving ability for nurse students in psychiatric care. Copyright © 2016 Elsevier Ltd. All rights reserved.

  19. Going from lectures to expeditions: Creating a virtual voyage in undergraduate ocean science education

    NASA Astrophysics Data System (ADS)

    Reed, D.; Garfield, N.; Locke, J.; Anglin, J.; Karl, H.; Edwards, B.

    2003-04-01

    The WWW provides for new collaborations in distributed learning in higher education. The lead author has developed a highly successful online course at the undergraduate level with an enrollment of more than 300 non-science majors each year, We are currently initiating a new focus for the course by emphasizing sea-going research, primarily in the northeastern Pacific Ocean, through the development of a virtual oceanographic voyage over the WWW. The "virtual voyage" courseware combines elements of experiential learning with anytime, anywhere access of the WWW to stimulate inquiry-based learning in the ocean sciences. The first leg of the voyage is currently being synthesized from contemporary ocean research sponsored by a collaboration of U.S. government agencies, including NSF, NOAA, and the USGS. The initial portion of this effort involves transforming portions of USGS Circular 1198, Beyond the Golden Gate -- Oceanography, Geology, Biology, and Environmental Issues in the Gulf of the Farallones, into an interactive expedition by which students participate as scientists aboard a research vessel departing from San Francisco. Virtual experiments on the voyage are patterned after research cruises over the past decade in two national marine sanctuaries and include the technologies of data acquisition and data analysis, as well as providing insight into the methodologies of working marine scientists. Real-time data for monitoring the marine environment are embedded into several modules; for example, students will analyze data from offshore buoys and satellite imagery to assess ocean conditions prior to departing from port. Multibeam sonar is used to create seafloor maps near the Golden Gate Bridge and sediment cores provide evidence of sea-level change in the region. Environmental studies in the region include locating canisters of low-level radioactive waste and assessing potential sites for the disposal for dredged materials from the San Francisco Bay. Upon completion of these studies, the voyage turns northward to examine the seismic potential of the Cascadia subduction zone and hydrothermal vent communities on the Juan de Fuca Ridge. Although the project takes advantage of the natural interest of students in California through a geographic focus, it may also serve as a template for creating similar learning environments based elsewhere in the world.

  20. Using wikis to investigate communication, collaboration and engagement in Capstone engineering design projects

    NASA Astrophysics Data System (ADS)

    Berthoud, L.; Gliddon, J.

    2018-03-01

    In today's global Aerospace industry, virtual workspaces are commonly used for collaboration between geographically distributed multidisciplinary teams. This study investigated the use of wikis to look at communication, collaboration and engagement in 'Capstone' team design projects at the end of an engineering degree. Wikis were set up for teams of engineering students from different disciplinary backgrounds and years. The students' perception of the usefulness of the tool were surveyed and the user contribution statistics and content categorisation were analysed for a case study wiki. Recommendations and lessons learned for the deployment of wikis are provided for interested academic staff from other institutions. Wikis were found to be of limited use to investigate levels of communication and collaboration in this study, but may be of interest in other contexts. Wikis were considered a potentially useful tool to track engagement for Capstone design projects in engineering subjects.

  1. Online learning: the brave new world of massive open online courses and the role of the health librarian.

    PubMed

    Spring, Hannah

    2016-03-01

    In a wired, virtual and information rich society, MOOCs (Massive Open Online Courses) are leading us into a brave new world in which their key role is to support lifelong networked learning. This feature looks at the broad role of MOOCs and considers them within the context of health, and health librarianship. In particular, it provides examples of where health librarians have developed MOOCs and what opportunities there are in the future for health librarians to collaborate in the development and delivery of health MOOCs. H.S. © 2016 Health Libraries Group.

  2. Encouraging Teachers to Build Collaborations with Researchers; Examples From the Classroom (Invited)

    NASA Astrophysics Data System (ADS)

    Kane, M.

    2013-12-01

    Bringing experts into our schools allows for highly engaging lessons, encourages career thinking, adds authenticity to the topic, and allows student's questions to be answered by experts. Researchers can physically visit classrooms or appear through presentation technologies, such as Skype, or Google Hangouts. Virtual visits allow students to see laboratories and field sites. Collaborating with scientists builds the connective tissue that helps all educators and our students learn more deeply. When K-12 teachers collaborate with scientists and graduate students, teachers learn more science, and scientists learn more teaching. This growth of background knowledge is a win-win situation and helps us meet the expectations of the Common Core State Standards. Teachers need to feel encouraged to contact their local or regional scientists for support. Reaching out into the universities to make contact with polar scientists or graduate students is a good place to start. Building professional networks allows PI's to address the 'broader impact' requirement on many grant applications, and helps spread the university's work in the polar regions out to the general public. These collaborations also give teachers expert insights and current data to build authentic lessons, and excite their students to seek careers in the sciences. This presentation will focus on three completed interactive opportunities I have built with researchers in my classroom. Students adding daily sediment to their sediment core, after communications from the field with scientist Heidi Roop in Alaska.

  3. Evaluating the use of augmented reality to support undergraduate student learning in geomorphology

    NASA Astrophysics Data System (ADS)

    Ockelford, A.; Bullard, J. E.; Burton, E.; Hackney, C. R.

    2016-12-01

    Augmented Reality (AR) supports the understanding of complex phenomena by providing unique visual and interactive experiences that combine real and virtual information and help communicate abstract problems to learners. With AR, designers can superimpose virtual graphics over real objects, allowing users to interact with digital content through physical manipulation. One of the most significant pedagogic features of AR is that it provides an essentially student-centred and flexible space in which students can learn. By actively engaging participants using a design-thinking approach, this technology has the potential to provide a more productive and engaging learning environment than real or virtual learning environments alone. AR is increasingly being used in support of undergraduate learning and public engagement activities across engineering, medical and humanities disciplines but it is not widely used across the geosciences disciplines despite the obvious applicability. This paper presents preliminary results from a multi-institutional project which seeks to evaluate the benefits and challenges of using an augmented reality sand box to support undergraduate learning in geomorphology. The sandbox enables users to create and visualise topography. As the sand is sculpted, contours are projected onto the miniature landscape. By hovering a hand over the box, users can make it `rain' over the landscape and the water `flows' down in to rivers and valleys. At undergraduate level, the sand-box is an ideal focus for problem-solving exercises, for example exploring how geomorphology controls hydrological processes, how such processes can be altered and the subsequent impacts of the changes for environmental risk. It is particularly valuable for students who favour a visual or kinesthetic learning style. Results presented in this paper discuss how the sandbox provides a complex interactive environment that encourages communication, collaboration and co-design.

  4. Virtual Metrology applied in Run-to-Run Control for a Chemical Mechanical Planarization process

    NASA Astrophysics Data System (ADS)

    Jebri, M. A.; El Adel, E. M.; Graton, G.; Ouladsine, M.; Pinaton, J.

    2017-01-01

    This paper deals with missing data in semiconductor manufacturing derived from a measurement sampling strategies. The idea is to construct a virtual metrology module to estimate non measured variables using a new modified Just-In-Time Learning approach (JITL). The aim of this paper is to integrate estimated data into product control loop. In collaboration with our industrial partner STMicroelectronics Rousset, the accuracy of the proposed method is illustrated by using industrial data-sets derived from Chemical Mechanical Planarization (CMP) process that enables us to compare results obtained with the classical and the modified version of JITL approach. Then, the contribution of the estimated data is shown in product quality improvement.

  5. Examining the Impact of Collaboration Technology Training Support on Virtual Team Collaboration Effectiveness

    ERIC Educational Resources Information Center

    Wright, Sharon L.

    2013-01-01

    Businesses and governmental agencies are increasingly reliant on virtual teams composed of team members in different location. However, such virtual teams face all the interpersonal challenges inherent in working in a group, plus additional challenges that are a consequence from communicating through electronic methods. Numerous technological…

  6. Another Time, Another Space: The Evolution of the Virtual Journal Club.

    PubMed

    Chetlen, Alison L; Dell, Carol M; Solberg, Agnieszka O; Otero, Hansel J; Burton, Kirsteen R; Heller, Matthew T; Lakomkin, Nikita; Desouches, Stephane L; Smith, Stacy E

    2017-03-01

    Virtual journal clubs (VJCs) provide a standardized, easily accessible forum for evidence-based discussion. The new virtual reality setting in which journal clubs and other online education events now take place offers great advantages and new opportunities for radiologists in academic medicine and private practice. VJCs continue to evolve, largely due to many emerging technologies and platforms. VJCs will continue to play an increasingly important role in medical education, interdisciplinary interaction, and multi-institutional collaboration. In this article, we discuss how to conduct and lead a critical review of medical literature in the setting of a virtual or traditional journal club. We discuss the current applications of VJCs in medical and graduate medical education and continued lifelong learning. We also explain the advantages and disadvantages of VJCs over traditional venues. Finally, the reader will be given the tools to successfully implement and run a VJC. Copyright © 2017 The Association of University Radiologists. Published by Elsevier Inc. All rights reserved.

  7. Virtual Teaming: Faculty Collaboration in Online Spaces

    ERIC Educational Resources Information Center

    Almjeld, Jen; Rybas, Natalia; Rybas, Sergey

    2013-01-01

    This collaborative article chronicles the experiences of three faculty at three universities utilizing wiki technology to transform themselves and their students into a virtual team. Rooted in workplace approaches to distributed teaming, the project expands notions of classroom collaboration to include planning, administration, and assessment of a…

  8. Going glass to digital: virtual microscopy as a simulation-based revolution in pathology and laboratory science.

    PubMed

    Nelson, Danielle; Ziv, Amitai; Bandali, Karim S

    2012-10-01

    The recent technological advance of digital high resolution imaging has allowed the field of pathology and medical laboratory science to undergo a dramatic transformation with the incorporation of virtual microscopy as a simulation-based educational and diagnostic tool. This transformation has correlated with an overall increase in the use of simulation in medicine in an effort to address dwindling clinical resource availability and patient safety issues currently facing the modern healthcare system. Virtual microscopy represents one such simulation-based technology that has the potential to enhance student learning and readiness to practice while revolutionising the ability to clinically diagnose pathology collaboratively across the world. While understanding that a substantial amount of literature already exists on virtual microscopy, much more research is still required to elucidate the full capabilities of this technology. This review explores the use of virtual microscopy in medical education and disease diagnosis with a unique focus on key requirements needed to take this technology to the next level in its use in medical education and clinical practice.

  9. Republished: going glass to digital: virtual microscopy as a simulation-based revolution in pathology and laboratory science.

    PubMed

    Nelson, Danielle; Ziv, Amitai; Bandali, Karim S

    2013-10-01

    The recent technological advance of digital high resolution imaging has allowed the field of pathology and medical laboratory science to undergo a dramatic transformation with the incorporation of virtual microscopy as a simulation-based educational and diagnostic tool. This transformation has correlated with an overall increase in the use of simulation in medicine in an effort to address dwindling clinical resource availability and patient safety issues currently facing the modern healthcare system. Virtual microscopy represents one such simulation-based technology that has the potential to enhance student learning and readiness to practice while revolutionising the ability to clinically diagnose pathology collaboratively across the world. While understanding that a substantial amount of literature already exists on virtual microscopy, much more research is still required to elucidate the full capabilities of this technology. This review explores the use of virtual microscopy in medical education and disease diagnosis with a unique focus on key requirements needed to take this technology to the next level in its use in medical education and clinical practice.

  10. Virtual Research Environments for Natural Hazard Modelling

    NASA Astrophysics Data System (ADS)

    Napier, Hazel; Aldridge, Tim

    2017-04-01

    The Natural Hazards Partnership (NHP) is a group of 17 collaborating public sector organisations providing a mechanism for co-ordinated advice to government and agencies responsible for civil contingency and emergency response during natural hazard events. The NHP has set up a Hazard Impact Model (HIM) group tasked with modelling the impact of a range of UK hazards with the aim of delivery of consistent hazard and impact information. The HIM group consists of 7 partners initially concentrating on modelling the socio-economic impact of 3 key hazards - surface water flooding, land instability and high winds. HIM group partners share scientific expertise and data within their specific areas of interest including hydrological modelling, meteorology, engineering geology, GIS, data delivery, and modelling of socio-economic impacts. Activity within the NHP relies on effective collaboration between partners distributed across the UK. The NHP are acting as a use case study for a new Virtual Research Environment (VRE) being developed by the EVER-EST project (European Virtual Environment for Research - Earth Science Themes: a solution). The VRE is allowing the NHP to explore novel ways of cooperation including improved capabilities for e-collaboration, e-research, automation of processes and e-learning. Collaboration tools are complemented by the adoption of Research Objects, semantically rich aggregations of resources enabling the creation of uniquely identified digital artefacts resulting in reusable science and research. Application of the Research Object concept to HIM development facilitates collaboration, by encapsulating scientific knowledge in a shareable format that can be easily shared and used by partners working on the same model but within their areas of expertise. This paper describes the application of the VRE to the NHP use case study. It outlines the challenges associated with distributed partnership working and how they are being addressed in the VRE. A case study is included focussing on the application of Research Objects to development work for the surface water flooding hazard impact model, a key achievement for the HIM group.

  11. Learning Rationales and Virtual Reality Technology in Education.

    ERIC Educational Resources Information Center

    Chiou, Guey-Fa

    1995-01-01

    Defines and describes virtual reality technology and differentiates between virtual learning environment, learning material, and learning tools. Links learning rationales to virtual reality technology to pave conceptual foundations for application of virtual reality technology education. Constructivism, case-based learning, problem-based learning,…

  12. The Virtual Learning Commons (VLC): Enabling Co-Innovation Across Disciplines

    NASA Astrophysics Data System (ADS)

    Pennington, D. D.; Gandara, A.; Del Rio, N.

    2014-12-01

    A key challenge for scientists addressing grand-challenge problems is identifying, understanding, and integrating potentially relevant methods, models and tools that that are rapidly evolving in the informatics community. Such tools are essential for effectively integrating data and models in complex research projects, yet it is often difficult to know what tools are available and it is not easy to understand or evaluate how they might be used in a given research context. The goal of the National Science Foundation-funded Virtual Learning Commons (VLC) is to improve awareness and understanding of emerging methodologies and technologies, facilitate individual and group evaluation of these, and trace the impact of innovations within and across teams, disciplines, and communities. The VLC is a Web-based social bookmarking site designed specifically to support knowledge exchange in research communities. It is founded on well-developed models of technology adoption, diffusion of innovation, and experiential learning. The VLC makes use of Web 2.0 (Social Web) and Web 3.0 (Semantic Web) approaches. Semantic Web approaches enable discovery of potentially relevant methods, models, and tools, while Social Web approaches enable collaborative learning about their function. The VLC is under development and the first release is expected Fall 2014.

  13. Virtual Collaboration: Advantages and Disadvantages in the Planning and Execution of Operations in the Information Age

    DTIC Science & Technology

    2004-02-09

    FINAL 3. DATES COVERED (From - To) 4. TITLE AND SUBTITLE VIRTUAL COLLABORATION: 5a. CONTRACT NUMBER ADVANTAGES AND DISADVANTAGES IN THE PLANNING AND...warfare is not one system; it is a system of systems from sensors to information flow. In analyzing the specific advantages and disadvantages of one of...Standard Form 298 (Rev. 8-98) NAVAL WAR COLLEGE Newport, R.I. VIRTUAL COLLABORATION: ADVANTAGES AND DISADVANTAGES IN THE PLANNING AND EXECUTION OF OPERATIONS

  14. Multiuser virtual worlds in healthcare education: A systematic review.

    PubMed

    Liaw, Sok Ying; Carpio, Guiller Augustin C; Lau, Ying; Tan, Seng Chee; Lim, Wee Shiong; Goh, Poh Sun

    2018-06-01

    The use of multiuser virtual worlds (MUVWs) for collaborative learning has generated interest among healthcare educators. Published evidence to support its use is growing, but none has synthesized the evidence to guide future work. This study sought to provide a comprehensive and systematic evaluation of MUVWs in healthcare education. A systematic review METHODS: A systematic search of five databases including CINAHL, Cochrane library, EMBASE, PubMed, and Scopus, was conducted from inception up to January 2017. Two independent researchers selected studies that met the inclusion criteria and assessed for methodological quality using the Medical Education Research Study Quality Instrument (MERSQI). A total of 18 studies were reviewed and their data were synthesized narratively using a 3-P model (presage-process-product). Average scores in the MERSQI for methodological quality are 10/18, which is modest. A rally by the government or professional bodies towards more collaborative working among healthcare professionals is a key driver behind implementing MUVWs. Funding is important for its development and evaluation. Team training in acute care and communication training were the most frequent learning objectives, and predominant learning activities include practice on simulation scenario and debriefing. Two-thirds of the studies did not explain their theoretical framework that underpinned their design and implementation of MUVWs. While MUVWs in healthcare education is generally well-received, learning outcomes remain inconclusive. Despite a growth of studies on the use of MUVW in healthcare education, there is a need for more understanding of the application of theories to inform the learning activities. Therefore, we suggest educators to incorporate a theoretical model to explain the learning processes behind MUVWs. To improve the quality of evidence, we call for researchers to employ a more rigorous and broader approach to evaluation that explicates longer-term outcomes, including cost benefit analyses. Copyright © 2018 Elsevier Ltd. All rights reserved.

  15. Collaborative Project Work Development in a Virtual Environment with Low-Intermediate Undergraduate Colombian Students (Desarrollo de trabajo colaborativo en un ambiente virtual con estudiantes colombianos de pregrado de nivel intermedio-bajo)

    ERIC Educational Resources Information Center

    Salinas Vacca, Yakelin

    2014-01-01

    This paper reports on an exploratory, descriptive, and interpretive study in which the roles of discussion boards, the students, the teacher, and the monitors were explored as they constructed a collaborative class project in a virtual environment. This research was conducted in the virtual program of a Colombian public university. Data were…

  16. Study of Co-Located and Distant Collaboration with Symbolic Support via a Haptics-Enhanced Virtual Reality Task

    ERIC Educational Resources Information Center

    Yeh, Shih-Ching; Hwang, Wu-Yuin; Wang, Jin-Liang; Zhan, Shi-Yi

    2013-01-01

    This study intends to investigate how multi-symbolic representations (text, digits, and colors) could effectively enhance the completion of co-located/distant collaborative work in a virtual reality context. Participants' perceptions and behaviors were also studied. A haptics-enhanced virtual reality task was developed to conduct…

  17. Comparative study on collaborative interaction in non-immersive and immersive systems

    NASA Astrophysics Data System (ADS)

    Shahab, Qonita M.; Kwon, Yong-Moo; Ko, Heedong; Mayangsari, Maria N.; Yamasaki, Shoko; Nishino, Hiroaki

    2007-09-01

    This research studies the Virtual Reality simulation for collaborative interaction so that different people from different places can interact with one object concurrently. Our focus is the real-time handling of inputs from multiple users, where object's behavior is determined by the combination of the multiple inputs. Issues addressed in this research are: 1) The effects of using haptics on a collaborative interaction, 2) The possibilities of collaboration between users from different environments. We conducted user tests on our system in several cases: 1) Comparison between non-haptics and haptics collaborative interaction over LAN, 2) Comparison between non-haptics and haptics collaborative interaction over Internet, and 3) Analysis of collaborative interaction between non-immersive and immersive display environments. The case studies are the interaction of users in two cases: collaborative authoring of a 3D model by two users, and collaborative haptic interaction by multiple users. In Virtual Dollhouse, users can observe physics law while constructing a dollhouse using existing building blocks, under gravity effects. In Virtual Stretcher, multiple users can collaborate on moving a stretcher together while feeling each other's haptic motions.

  18. Biomedical Big Data Training Collaborative (BBDTC): An effort to bridge the talent gap in biomedical science and research.

    PubMed

    Purawat, Shweta; Cowart, Charles; Amaro, Rommie E; Altintas, Ilkay

    2016-06-01

    The BBDTC (https://biobigdata.ucsd.edu) is a community-oriented platform to encourage high-quality knowledge dissemination with the aim of growing a well-informed biomedical big data community through collaborative efforts on training and education. The BBDTC collaborative is an e-learning platform that supports the biomedical community to access, develop and deploy open training materials. The BBDTC supports Big Data skill training for biomedical scientists at all levels, and from varied backgrounds. The natural hierarchy of courses allows them to be broken into and handled as modules . Modules can be reused in the context of multiple courses and reshuffled, producing a new and different, dynamic course called a playlist . Users may create playlists to suit their learning requirements and share it with individual users or the wider public. BBDTC leverages the maturity and design of the HUBzero content-management platform for delivering educational content. To facilitate the migration of existing content, the BBDTC supports importing and exporting course material from the edX platform. Migration tools will be extended in the future to support other platforms. Hands-on training software packages, i.e., toolboxes , are supported through Amazon EC2 and Virtualbox virtualization technologies, and they are available as: ( i ) downloadable lightweight Virtualbox Images providing a standardized software tool environment with software packages and test data on their personal machines, and ( ii ) remotely accessible Amazon EC2 Virtual Machines for accessing biomedical big data tools and scalable big data experiments. At the moment, the BBDTC site contains three open Biomedical big data training courses with lecture contents, videos and hands-on training utilizing VM toolboxes, covering diverse topics. The courses have enhanced the hands-on learning environment by providing structured content that users can use at their own pace. A four course biomedical big data series is planned for development in 2016.

  19. Design and implementation of an online systemic human anatomy course with laboratory.

    PubMed

    Attardi, Stefanie M; Rogers, Kem A

    2015-01-01

    Systemic Human Anatomy is a full credit, upper year undergraduate course with a (prosection) laboratory component at Western University Canada. To meet enrollment demands beyond the physical space of the laboratory facility, a fully online section was developed to run concurrently with the traditional face to face (F2F) course. Lectures given to F2F students are simultaneously broadcasted to online students using collaborative software (Blackboard Collaborate). The same collaborative software is used by a teaching assistant to deliver laboratory demonstrations in which three-dimensional (3D) virtual anatomical models are manipulated. Ten commercial software programs were reviewed to determine their suitability for demonstrating the virtual models, resulting in the selection of Netter's 3D Interactive Anatomy. Supplementary online materials for the central nervous system were developed by creating 360° images of plastinated prosected brain specimens and a website through which they could be accessed. This is the first description of a fully online undergraduate anatomy course with a live, interactive laboratory component. Preliminary data comparing the online and F2F student grades suggest that previous student academic performance, and not course delivery format, predicts performance in anatomy. Future qualitative studies will reveal student perceptions about their learning experiences in both of the course delivery formats. © 2014 American Association of Anatomists.

  20. User-Centered Iterative Design of a Collaborative Virtual Environment

    DTIC Science & Technology

    2001-03-01

    cognitive task analysis methods to study land navigators. This study was intended to validate the use of user-centered design methodologies for the design of...have explored the cognitive aspects of collaborative human way finding and design for collaborative virtual environments. Further investigation of design paradigms should include cognitive task analysis and behavioral task analysis.

  1. Improving Virtual Team Collaboration Outcomes through Collaboration Process Structuring

    ERIC Educational Resources Information Center

    Dittman, Dawn R.; Hawkes, Mark; Deokar, Amit V.; Sarnikar, Surendra

    2010-01-01

    The ability to collaborate in a virtual team is a necessary skill set for today's knowledge workers and students to be effective in their work. Past research indicates that knowledge workers and students need to establish a formal process to perform work, develop clear goals and objectives, and facilitate better communication among team members.…

  2. Student perceptions of an upper-level, undergraduate human anatomy laboratory course without cadavers.

    PubMed

    Wright, Shirley J

    2012-01-01

    Several programs in health professional education require or are considering requiring upper-level human anatomy as prerequisite for their applicants. Undergraduate students are confronted with few institutions offering such a course, in part because of the expense and logistical issues associated with a cadaver-based human anatomy course. This study describes the development of and student reactions to an upper-level human anatomy laboratory course for undergraduate students that used a regional approach and contemporary, alternative teaching methods to a cadaver-based course. The alternative pedagogy to deliver the curriculum included use of commercially available, three-dimensional anatomical virtual dissection software, anatomical models coupled with a learning management system to offer Web-based learning, and a new laboratory manual with collaborative exercises designed to develop the student's anatomical skills and collaborative team skills. A Likert-scale survey with open-ended questions was used to ascertain student perceptions of the course and its various aspects. Students perceived that the noncadaver-based, upper-level human anatomy course with an engaging, regional approach is highly valuable in their learning of anatomy. anatomy. Copyright © 2012 American Association of Anatomists.

  3. Visualizing Science Dissections in 3D: Contextualizing Student Responses to Multidimensional Learning Materials in Science Dissections

    NASA Astrophysics Data System (ADS)

    Walker, Robin Annette

    A series of dissection tasks was developed in this mixed-methods study of student self-explanations of their learning using actual and virtual multidimensional science dissections and visuo-spatial instruction. Thirty-five seventh-grade students from a science classroom (N = 20 Female/15 Male, Age =13 years) were assigned to three dissection environments instructing them to: (a) construct static paper designs of frogs, (b) perform active dissections with formaldehyde specimens, and (c) engage with interactive 3D frog visualizations and virtual simulations. This multi-methods analysis of student engagement with anchored dissection materials found learning gains on labeling exercises and lab assessments among most students. Data revealed that students who correctly utilized multimedia text and diagrams, individually and collaboratively, manipulated 3D tools more effectively and were better able to self-explain and complete their dissection work. Student questionnaire responses corroborated that they preferred learning how to dissect a frog using 3D multimedia instruction. The data were used to discuss the impact of 3D technologies, programs, and activities on student learning, spatial reasoning, and their interest in science. Implications were drawn regarding how to best integrate 3D visualizations into science curricula as innovative learning options for students, as instructional alternatives for teachers, and as mandated dissection choices for those who object to physical dissections in schools.

  4. Enhancing Intercultural Competence of Engineering Students via GVT (Global Virtual Teams)-Based Virtual Exchanges: An International Collaborative Course in Intralogistics Education

    ERIC Educational Resources Information Center

    Wang, Rui; Rechl, Friederike; Bigontina, Sonja; Fang, Dianjun; Günthner, Willibald A.; Fottner, Johannes

    2017-01-01

    In order to enhance the intercultural competence of engineering students, an international collaborative course in intralogistics education was initiated and realized between the Technical University of Munich in Germany and the Tongji University in China. In this course, students worked in global virtual teams (GVTs) and solved a concrete case…

  5. Designing for Online Collaborations and Local Environmental Action In Citizen Science: A Multiple Case Study

    NASA Astrophysics Data System (ADS)

    Kermish-Allen, Ruth

    Traditional citizen science projects have been based on the scientific communities need to gather vast quantities of high quality data, neglecting to ask what the project participants get in return. How can participants be seen more as collaborative partners in citizen science projects? Online communities for citizen science are expanding rapidly, giving participants the opportunity to take part in a wide range of activities, from monitoring invasive species to identifying far-off galaxies. These communities can bring together the virtual and physical worlds in new ways that are egalitarian, collaborative, applied, localized and globalized to solve real environmental problems. There are a small number of citizen science projects that leverage the affordances of an online community to connect, engage, and empower participants to make local change happen. This multiple case study applies a conceptual framework rooted in sociocultural learning theory, Non-Hierarchical Online Learning Communities (NHOLCs), to three online citizen communities that have successfully fostered online collaboration and on-the-ground environmental actions. The purpose of the study is to identify the range and variation of the online and programmatic functions available in each project. The findings lead to recommendations for designing these innovative communities, specifically the technological and programmatic components of online citizen science communities that support environmental actions in our backyards.

  6. Community Capacity Building as a vital mechanism for enhancing the growth and efficacy of a sustainable scientific software ecosystem: experiences running a real-time bi-coastal "Open Science for Synthesis" Training Institute for young Earth and Environmental scientists

    NASA Astrophysics Data System (ADS)

    Schildhauer, M.; Jones, M. B.; Bolker, B.; Lenhardt, W. C.; Hampton, S. E.; Idaszak, R.; Rebich Hespanha, S.; Ahalt, S.; Christopherson, L.

    2014-12-01

    Continuing advances in computational capabilities, access to Big Data, and virtual collaboration technologies are creating exciting new opportunities for accomplishing Earth science research at finer resolutions, with much broader scope, using powerful modeling and analytical approaches that were unachievable just a few years ago. Yet, there is a perceptible lag in the abilities of the research community to capitalize on these new possibilities, due to lacking the relevant skill-sets, especially with regards to multi-disciplinary and integrative investigations that involve active collaboration. UC Santa Barbara's National Center for Ecological Analysis and Synthesis (NCEAS), and the University of North Carolina's Renaissance Computing Institute (RENCI), were recipients of NSF OCI S2I2 "Conceptualization awards", charged with helping define the needs of the research community relative to enabling science and education through "sustained software infrastructure". Over the course of our activities, a consistent request from Earth scientists was for "better training in software that enables more effective, reproducible research." This community-based feedback led to creation of an "Open Science for Synthesis" Institute— a innovative, three-week, bi-coastal training program for early career researchers. We provided a mix of lectures, hands-on exercises, and working group experience on topics including: data discovery and preservation; code creation, management, sharing, and versioning; scientific workflow documentation and reproducibility; statistical and machine modeling techniques; virtual collaboration mechanisms; and methods for communicating scientific results. All technologies and quantitative tools presented were suitable for advancing open, collaborative, and reproducible synthesis research. In this talk, we will report on the lessons learned from running this ambitious training program, that involved coordinating classrooms among two remote sites, and included developing original synthesis research activities as part of the course. We also report on the feedback provided by participants as to the learning approaches and topical issues they found most engaging, and why.

  7. Networking of Bibliographical Information: Lessons learned for the Virtual Observatory

    NASA Astrophysics Data System (ADS)

    Genova, Françoise; Egret, Daniel

    Networking of bibliographic information is particularly remarkable in astronomy. On-line journals, the ADS bibliographic database, SIMBAD and NED are everyday tools for research, and provide easy navigation from one resource to another. Tables are published on line, in close collaboration with data centers. Recent new developments include the links between observatory archives and the ADS, as well as the large scale prototyping of object links between Astronomy and Astrophysics and SIMBAD, following those implemented a few years ago with New Astronomy and the International Bulletin of Variable stars . This networking has been made possible by close collaboration between the ADS, data centers such as the CDS and NED, and the journals, and this partnership being now extended to observatory archives. Simple, de facto exchange standards, like the bibcode to refer to a published paper, have been the key for building links and exchanging data. This partnership, in which practitioners from different disciplines agree to link their resources and to work together to define useful and usable standards, has produced a revolution in scientists' practice. It is an excellent model for the Virtual Observatory projects.

  8. Embodied collaboration support system for 3D shape evaluation in virtual space

    NASA Astrophysics Data System (ADS)

    Okubo, Masashi; Watanabe, Tomio

    2005-12-01

    Collaboration mainly consists of two tasks; one is each partner's task that is performed by the individual, the other is communication with each other. Both of them are very important objectives for all the collaboration support system. In this paper, a collaboration support system for 3D shape evaluation in virtual space is proposed on the basis of both studies in 3D shape evaluation and communication support in virtual space. The proposed system provides the two viewpoints for each task. One is the viewpoint of back side of user's own avatar for the smooth communication. The other is that of avatar's eye for 3D shape evaluation. Switching the viewpoints satisfies the task conditions for 3D shape evaluation and communication. The system basically consists of PC, HMD and magnetic sensors, and users can share the embodied interaction by observing interaction between their avatars in virtual space. However, the HMD and magnetic sensors, which are put on the users, would restrict the nonverbal communication. Then, we have tried to compensate the loss of nodding of partner's avatar by introducing the speech-driven embodied interactive actor InterActor. Sensory evaluation by paired comparison of 3D shapes in the collaborative situation in virtual space and in real space and the questionnaire are performed. The result demonstrates the effectiveness of InterActor's nodding in the collaborative situation.

  9. Cardiopulmonary Resuscitation Training by Avatars: A Qualitative Study of Medical Students' Experiences Using a Multiplayer Virtual World.

    PubMed

    Creutzfeldt, Johan; Hedman, Leif; Felländer-Tsai, Li

    2016-12-16

    Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. The objective of this study was to reach a better understanding of the learners' reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students' perceptions and feelings related to use of this educational tool were investigated. Using qualitative methodology, discussions were analyzed by a phenomenological data-driven approach. Quality measures included negotiations, back-and-forth reading, triangulation, and validation with the informants. Four categories characterizing the students' experiences could be defined: (1) Focused Mental Training, (2) Interface Diverting Focus From Training, (3) Benefits of Practicing in a Group, and (4) Easy Loss of Focus When Passive. We interpreted the results, compared them to findings of others, and propose advantages and risks of using virtual worlds for learning. Beneficial aspects of learning CPR in a virtual world were confirmed. To achieve high participant engagement and create good conditions for training, well-established procedures should be practiced. Furthermore, students should be kept in an active mode and frequent feedback should be utilized. It cannot be completely ruled out that the use of virtual training may contribute to erroneous self-beliefs that can affect later clinical performance. ©Johan Creutzfeldt, Leif Hedman, Li Felländer-Tsai. Originally published in JMIR Serious Games (http://games.jmir.org), 16.12.2016.

  10. Cardiopulmonary Resuscitation Training by Avatars: A Qualitative Study of Medical Students’ Experiences Using a Multiplayer Virtual World

    PubMed Central

    Hedman, Leif; Felländer-Tsai, Li

    2016-01-01

    Background Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. Objective The objective of this study was to reach a better understanding of the learners’ reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). Methods Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students’ perceptions and feelings related to use of this educational tool were investigated. Using qualitative methodology, discussions were analyzed by a phenomenological data-driven approach. Quality measures included negotiations, back-and-forth reading, triangulation, and validation with the informants. Results Four categories characterizing the students’ experiences could be defined: (1) Focused Mental Training, (2) Interface Diverting Focus From Training, (3) Benefits of Practicing in a Group, and (4) Easy Loss of Focus When Passive. We interpreted the results, compared them to findings of others, and propose advantages and risks of using virtual worlds for learning. Conclusions Beneficial aspects of learning CPR in a virtual world were confirmed. To achieve high participant engagement and create good conditions for training, well-established procedures should be practiced. Furthermore, students should be kept in an active mode and frequent feedback should be utilized. It cannot be completely ruled out that the use of virtual training may contribute to erroneous self-beliefs that can affect later clinical performance. PMID:27986645

  11. Quantitative and qualitative changes in teaching histology by means of virtual microscopy in an introductory course in human anatomy.

    PubMed

    Husmann, Polly R; O'Loughlin, Valerie Dean; Braun, Mark W

    2009-10-01

    This study compares overall laboratory averages and individual test scores along with a student survey to determine the effects of using virtual microscopy in place of optical microscopes in a large undergraduate human anatomy course. T-tests revealed that the first two laboratory examinations (of four) and the overall laboratory averages were significantly increased compared with the previous year. We hypothesize that this is due to students' ability to use and understand the technology quickly as opposed to learning how to maneuver an optical microscope. Students also responded positively in a survey about the virtual microscope, indicating that increased accessibility, ease of use, and the ability to understand the material were important components of the virtual microscope. In addition, an increase in student collaboration was noted because multiple students were able to view the image at a time. This level of acceptance of virtual microscopy has been reported in previous studies, though this level of increased examination scores is rare. We attribute this to differences between the medical students, with whom this technology has been researched in the past, and undergraduate introductory students.

  12. Towards Gesture-Based Multi-User Interactions in Collaborative Virtual Environments

    NASA Astrophysics Data System (ADS)

    Pretto, N.; Poiesi, F.

    2017-11-01

    We present a virtual reality (VR) setup that enables multiple users to participate in collaborative virtual environments and interact via gestures. A collaborative VR session is established through a network of users that is composed of a server and a set of clients. The server manages the communication amongst clients and is created by one of the users. Each user's VR setup consists of a Head Mounted Display (HMD) for immersive visualisation, a hand tracking system to interact with virtual objects and a single-hand joypad to move in the virtual environment. We use Google Cardboard as a HMD for the VR experience and a Leap Motion for hand tracking, thus making our solution low cost. We evaluate our VR setup though a forensics use case, where real-world objects pertaining to a simulated crime scene are included in a VR environment, acquired using a smartphone-based 3D reconstruction pipeline. Users can interact using virtual gesture-based tools such as pointers and rulers.

  13. Collaboration and Synergy among Government, Industry and Academia in M&S Domain: Turkey’s Approach

    DTIC Science & Technology

    2009-10-01

    Analysis, Decision Support System Design and Implementation, Simulation Output Analysis, Statistical Data Analysis, Virtual Reality , Artificial... virtual and constructive visual simulation systems as well as integrated advanced analytical models. Collaboration and Synergy among Government...simulation systems that are ready to use, credible, integrated with C4ISR systems.  Creating synthetic environments and/or virtual prototypes of concepts

  14. From Cognitive Capability to Social Reform? Shifting Perceptions of Learning in Immersive Virtual Worlds

    ERIC Educational Resources Information Center

    Savin-Baden, Maggi

    2008-01-01

    Learning in immersive virtual worlds (simulations and virtual worlds such as Second Life) could become a central learning approach in many curricula, but the socio-political impact of virtual world learning on higher education remains under-researched. Much of the recent research into learning in immersive virtual worlds centres around games and…

  15. Virtual patient simulation at US and Canadian medical schools.

    PubMed

    Huang, Grace; Reynolds, Robby; Candler, Chris

    2007-05-01

    "Virtual patients" are computer-based simulations designed to complement clinical training. These applications possess numerous educational benefits but are costly to develop. Few medical schools can afford to create them. The purpose of this inventory was to gather information regarding in-house virtual patient development at U.S. and Canadian medical schools to promote the sharing of existing cases and future collaboration. From February to September 2005, the authors contacted 142 U.S. and Canadian medical schools and requested that they report on virtual patient simulation activities at their respective institutions. The inventory elicited information regarding the pedagogic and technical characteristics of each virtual patient application. The schools were also asked to report on their willingness to share virtual patients. Twenty-six out of 108 responding schools reported that they were producing virtual patients. Twelve schools provided additional data on 103 cases and 111 virtual patients. The vast majority of virtual patients were media rich and were associated with significant production costs and time. The reported virtual patient cases tended to focus on primary care disciplines and did not as a whole exhibit racial or ethnic diversity. Funding sources, production costs, and production duration influenced the extent of schools' willingness to share. Broader access to and cooperative development of these resources would allow medical schools to enhance their clinical curricula. Virtual patient development should include basic science objectives for more integrative learning, simulate the consequences of clinical decision making, and include additional cases in cultural competency. Together, these efforts can enhance medical education despite external constraints on clinical training.

  16. Collaborative Research: Bringing Problem Solving in the Field into the Classroom: Developing and Assessing Virtual Field Trips for Teaching Sedimentary and Introductory Geology

    NASA Astrophysics Data System (ADS)

    Wang, P.; Caldwell, M.

    2012-12-01

    Coastal Florida offers a unique setting for the facilitation of learning about a variety of modern sedimentary environments. Despite the conflicting concept of "virtual" and "actual" field trip, and the uncertainties associated with the implementation and effectiveness, virtual trips provide likely the only way to reach a large diversified student population and eliminate travel time and expenses. In addition, with rapidly improving web and visualization technology, field trips can be simulated virtually. It is therefore essential to systematically develop and assess the educational effectiveness of virtual field trips. This project is developing, implementing, and assessing a series of virtual field trips for teaching undergraduate sedimentary geology at a large four-year research university and introductory geology at a large two-year community college. The virtual field trip is based on a four-day actual field trip for a senior level sedimentary geology class. Two versions of the virtual field trip, one for advanced class and one for introductory class, are being produced. The educational outcome of the virtual field trip will be compared to that from actual field trip. This presentation summarizes Year 1 achievements of the three-year project. The filming, editing, and initial production of the virtual field trip have been completed. Formative assessments were conducted by the Coalition for Science Literacy at the University of South Florida. Once tested and refined, the virtual field trips will be disseminated through broadly used web portals and workshops at regional and national meetings.

  17. Integration of Student Field-Based Research with Development of Educational Material Utilizing Gigapan Technology

    NASA Astrophysics Data System (ADS)

    Gonzales, J.; Goodell, P.; Bentley, C.

    2013-12-01

    Formative field-based research and innovative interactive learning have both shown to dramatically improve student retention and participation in STEM fields. El Paso Community (EPCC), Northern Virginia Community College (NOVA), and the University of Texas at El Paso (UTEP) have formed a collaborative to develop interactive pedagogy regarding local El Paso geology for online learning utilizing Gigapan technology. The pedagogy will be geared for grades 8-12, community and four-year college educational purposes, and as a virtual experience used to elaborate and enhance real field experiences. Field samples for thin-sections and Gigapan material were collected at key geological sites and of key lithologies of the region. The educational material from these site will range from macro-scale (Gigapans) to micro-scale (thin sections) and are expected to be completed by spring 2014. This collaboration between EPCC, NOVA, and UTEP is an example of a successful model of community colleges and universities working together sharing their respective resources to accomplish a common educational goal.

  18. Development and usability evaluation of the mHealth Tool for Lung Cancer (mHealth TLC): A virtual world health game for lung cancer patients

    PubMed Central

    Brown-Johnson, Cati G.; Berrean, Beth; Cataldo, Janine K.

    2015-01-01

    Objective To test the feasibility and usability of mHealth TLC, an interactive, immersive 3-dimensional iPad health game that coaches lung cancer patients toward assertive communication strategies during first-person virtual clinics visits. Method We observed players and conducted semi-structured interviews. Research questions focused on scenario believability, the impact of technical issues, transparency of game goals, and potential of mHealth TLC to decrease lung cancer stigma (LCS) and improve patient–clinician communication. Results Eight users confirmed mHealth TLC to be: (1) believable, (2) clinic-appropriate, and (3) helpful in support of informed healthcare consumers. Concerns were expressed about emotionally charged content and plans to use mHealth TLC in clinic settings as opposed to at home. Conclusions Although the dialog and interactions addressed emotionally charged issues, players were able to engage, learn, and benefit from role-play in a virtual world. Health games have the potential to improve patient–clinician communication, and mHealth TLC specifically may decrease LCS, and promote optimal self-management. Practice implications Process reflection revealed the need for health games to be created by experienced game developers in collaboration with health care experts. To prepare for this best practice, research institutions and game developers interested in health games should proactively seek out networking and collaboration opportunities. PMID:25620075

  19. Development and usability evaluation of the mHealth Tool for Lung Cancer (mHealth TLC): a virtual world health game for lung cancer patients.

    PubMed

    Brown-Johnson, Cati G; Berrean, Beth; Cataldo, Janine K

    2015-04-01

    To test the feasibility and usability of mHealth TLC, an interactive, immersive 3-dimensional iPad health game that coaches lung cancer patients toward assertive communication strategies during first-person virtual clinics visits. We observed players and conducted semi-structured interviews. Research questions focused on scenario believability, the impact of technical issues, transparency of game goals, and potential of mHealth TLC to decrease lung cancer stigma (LCS) and improve patient-clinician communication. Eight users confirmed mHealth TLC to be: (1) believable, (2) clinic-appropriate, and (3) helpful in support of informed healthcare consumers. Concerns were expressed about emotionally charged content and plans to use mHealth TLC in clinic settings as opposed to at home. Although the dialog and interactions addressed emotionally charged issues, players were able to engage, learn, and benefit from role-play in a virtual world. Health games have the potential to improve patient-clinician communication, and mHealth TLC specifically may decrease LCS, and promote optimal self-management. Process reflection revealed the need for health games to be created by experienced game developers in collaboration with health care experts. To prepare for this best practice, research institutions and game developers interested in health games should proactively seek out networking and collaboration opportunities. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.

  20. The contributions of digital technologies in the teaching of nursing skills: an integrative review.

    PubMed

    Silveira, Maurício de Souza; Cogo, Ana Luísa Petersen

    2017-07-13

    To analyze the contributions of digital educational technologies used in teaching nursing skills. Integrative literature review, search in five databases, from 2006 to 2015 combining the descriptors 'education, nursing', 'educational technology', 'computer-assisted instruction' or related terms in English. Sample of 30 articles grouped in the thematic categories 'technology in the simulation with manikin', 'incentive to learning' and 'teaching of nursing skills'. It was identified different formats of digital educational technologies used in teaching Nursing skills such as videos, learning management system, applications, hypertext, games, virtual reality simulators. These digital materials collaborated in the acquisition of theoretical references that subsidize the practices, enhancing the teaching and enable the use of active learning methods, breaking with the traditional teaching of demonstrating and repeating procedures.

  1. CosmoQuest: Building community around Citizen Science Collaboration

    NASA Astrophysics Data System (ADS)

    Gay, P.

    2015-12-01

    CosmoQuest was envisioned in 2011 with a singular goal: to create a place where people of all backgrounds can learn and do science in a virtual research community. Like a brick-and-mortar center, CosmoQuest includes facilities for doing science and for educating its members through classes, seminars, and other forms of professional development. CosmoQuest is unique with its combination of public engagement in doing science—known as "citizen science"— and its diversity of learning opportunities that enable STEM education. Our suite of activities is able maximize people's ability to learn and do science, while improving scientific literacy. Since its launch on January 1, 2012, CosmoQuest has grown to become the most trafficked astronomy citizen science site on the English-language internet. It has hosted five citizen science portals supporting NASA SMD science and is the only citizen science site to have produced peer-reviewed surface science results [Robbins, et al. 2014]. CosmoQuest, however, is more than just citizen science. It is a virtual research center for the public, and for the educators who teach in classrooms and science centers. Like with with any research center, CosmoQuest's success hinges on its ability to build a committed research community, and the challenge has been creating this community without the benefit of real-world interactions. In this talk, we overview how CosmoQuest has built a virtual community through screen-to-screen interactions using a suite of technologies that must constantly evolve as the internet evolves.

  2. Real World Connections Through Videoconferences

    NASA Technical Reports Server (NTRS)

    Peterson, Ruth; Lytle, John (Technical Monitor)

    2002-01-01

    The Learning Technologies Project (LTP) is a partner in the National Aeronautics and Space Administration's (NASA's) educational technology program unit, an electronic community center that fosters interaction, collaboration, and sharing among educators, learners, and scientists. The goal of the NASA Glenn Research Center's Learning Technologies Project is to increase students' interest and proficiency in mathematics, science, and technology through the use of computing and communications technology and by using NASA's mission in aerospace technology as a theme. The primary components are: (1) Beginner's Guide to Aeronautics, including interactive simulation packages and teacher-created online activities. (2) NASA Virtual Visits, videoconferences (with online pre-post-conference activities) connecting students and teachers to NASA scientists and researchers.

  3. NYU3T: teaching, technology, teamwork: a model for interprofessional education scalability and sustainability.

    PubMed

    Djukic, Maja; Fulmer, Terry; Adams, Jennifer G; Lee, Sabrina; Triola, Marc M

    2012-09-01

    Interprofessional education is a critical precursor to effective teamwork and the collaboration of health care professionals in clinical settings. Numerous barriers have been identified that preclude scalable and sustainable interprofessional education (IPE) efforts. This article describes NYU3T: Teaching, Technology, Teamwork, a model that uses novel technologies such as Web-based learning, virtual patients, and high-fidelity simulation to overcome some of the common barriers and drive implementation of evidence-based teamwork curricula. It outlines the program's curricular components, implementation strategy, evaluation methods, and lessons learned from the first year of delivery and describes implications for future large-scale IPE initiatives. Copyright © 2012 Elsevier Inc. All rights reserved.

  4. iVFTs - immersive virtual field trips for interactive learning about Earth's environment.

    NASA Astrophysics Data System (ADS)

    Bruce, G.; Anbar, A. D.; Semken, S. C.; Summons, R. E.; Oliver, C.; Buxner, S.

    2014-12-01

    Innovations in immersive interactive technologies are changing the way students explore Earth and its environment. State-of-the-art hardware has given developers the tools needed to capture high-resolution spherical content, 360° panoramic video, giga-pixel imagery, and unique viewpoints via unmanned aerial vehicles as they explore remote and physically challenging regions of our planet. Advanced software enables integration of these data into seamless, dynamic, immersive, interactive, content-rich, and learner-driven virtual field explorations, experienced online via HTML5. These surpass conventional online exercises that use 2-D static imagery and enable the student to engage in these virtual environments that are more like games than like lectures. Grounded in the active learning of exploration, inquiry, and application of knowledge as it is acquired, users interact non-linearly in conjunction with an intelligent tutoring system (ITS). The integration of this system allows the educational experience to be adapted to each individual student as they interact within the program. Such explorations, which we term "immersive virtual field trips" (iVFTs), are being integrated into cyber-learning allowing science teachers to take students to scientifically significant but inaccessible environments. Our team and collaborators are producing a diverse suite of freely accessible, iVFTs to teach key concepts in geology, astrobiology, ecology, and anthropology. Topics include Early Life, Biodiversity, Impact craters, Photosynthesis, Geologic Time, Stratigraphy, Tectonics, Volcanism, Surface Processes, The Rise of Oxygen, Origin of Water, Early Civilizations, Early Multicellular Organisms, and Bioarcheology. These diverse topics allow students to experience field sites all over the world, including, Grand Canyon (USA), Flinders Ranges (Australia), Shark Bay (Australia), Rainforests (Panama), Teotihuacan (Mexico), Upheaval Dome (USA), Pilbara (Australia), Mid-Atlantic Ridge (Iceland), and Mauna Kea (Hawaii). iVFTs are being beta-tested and used at ASU in several large-enrollment courses to assess its usability and effectiveness in meeting specific learning objectives. We invite geoscience educators to partake of this resource and find new applications to their own teaching.

  5. The interplays among technology and content, immersant and VE

    NASA Astrophysics Data System (ADS)

    Song, Meehae; Gromala, Diane; Shaw, Chris; Barnes, Steven J.

    2010-01-01

    The research program aims to explore and examine the fine balance necessary for maintaining the interplays between technology and the immersant, including identifying qualities that contribute to creating and maintaining a sense of "presence" and "immersion" in an immersive virtual reality (IVR) experience. Building upon and extending previous work, we compare sitting meditation with walking meditation in a virtual environment (VE). The Virtual Meditative Walk, a new work-in-progress, integrates VR and biofeedback technologies with a self-directed, uni-directional treadmill. As immersants learn how to meditate while walking, robust, real-time biofeedback technology continuously measures breathing, skin conductance and heart rate. The physiological states of the immersant will in turn affect the audio and stereoscopic visual media through shutter glasses. We plan to test the potential benefits and limitations of this physically active form of meditation with data from a sitting form of meditation. A mixed-methods approach to testing user outcomes parallels the knowledge bases of the collaborative team: a physician, computer scientists and artists.

  6. Collaborative Virtual Environment Technology for People with Autism

    ERIC Educational Resources Information Center

    Moore, David; Cheng, Yufang; McGrath, Paul; Powell, Norman J.

    2005-01-01

    Collaborative virtual environments (CVEs) hold great potential for people with autism. An exploratory empirical study was conducted to determine if children and youth with autism could understand basic emotions as represented by a humanoid avatar. Thirty-four participants (ages 7.8-16 years) reported to have autism interacted with a software…

  7. Tools for Teaching Virtual Teams: A Comparative Resource Review

    ERIC Educational Resources Information Center

    Larson, Barbara; Leung, Opal; Mullane, Kenneth

    2017-01-01

    As the ubiquity of virtual work--and particularly virtual project teams--increases in the professional environment, management and other professional programs are increasingly teaching students skills related to virtual work. One of the most common forms of teaching virtual work skills is a virtual team project, in which students collaborate with…

  8. Current limitations into the application of virtual reality to mental health research.

    PubMed

    Huang, M P; Alessi, N E

    1998-01-01

    Virtual Reality (VR) environments have significant potential as a tool in mental health research, but are limited by technical factors and by mental health research factors. Technical difficulties include cost and complexity of virtual environment creation. Mental health research difficulties include current inadequacy of standards to specify needed details for virtual environment design. Technical difficulties are disappearing with technological advances, but the mental health research difficulties will take a concerted effort to overcome. Some of this effort will need to be directed at the formation of collaborative projects and standards for how such collaborations should proceed.

  9. Developing professional identity in nursing academics: the role of communities of practice.

    PubMed

    Andrew, Nicola; Ferguson, Dorothy; Wilkie, George; Corcoran, Terry; Simpson, Liz

    2009-08-01

    This paper analyses the current standing of nursing within the wider United Kingdom (UK) higher education (HE) environment and considers the development of academic identity within the sector, introducing a technology mediated approach to professional learning and development. A community of practice (CoP) is a way of learning based on collaboration among peers. Individuals come together virtually or physically, with a common purpose, defined by knowledge rather than task [Wenger, E., 1998. Communities of Practice: Learning, Meaning and Identity, sixth ed. Cambridge University Press, Cambridge]. In 2008, a small team of academics at Glasgow Caledonian University, School of Nursing, Midwifery and Community Health created and implemented iCoP, a project undertaken to pilot an international CoP, where novices and expert academics collaborated to debate and discuss the complex transition from clinician to academic. Although not intended as a conventional research project, the developmental journey and emerging online discussion provide an insight into the collective thoughts and opinions of a multi-national group of novice academics. The article also highlights the key challenges, problems and limitations of working in an international online arena with professionals who traditionally work and thrive in a face to face, real time environment.

  10. Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning

    NASA Astrophysics Data System (ADS)

    Dunleavy, Matt; Dede, Chris; Mitchell, Rebecca

    2009-02-01

    The purpose of this study was to document how teachers and students describe and comprehend the ways in which participating in an augmented reality (AR) simulation aids or hinders teaching and learning. Like the multi-user virtual environment (MUVE) interface that underlies Internet games, AR is a good medium for immersive collaborative simulation, but has different strengths and limitations than MUVEs. Within a design-based research project, the researchers conducted multiple qualitative case studies across two middle schools (6th and 7th grade) and one high school (10th grade) in the northeastern United States to document the affordances and limitations of AR simulations from the student and teacher perspective. The researchers collected data through formal and informal interviews, direct observations, web site posts, and site documents. Teachers and students reported that the technology-mediated narrative and the interactive, situated, collaborative problem solving affordances of the AR simulation were highly engaging, especially among students who had previously presented behavioral and academic challenges for the teachers. However, while the AR simulation provided potentially transformative added value, it simultaneously presented unique technological, managerial, and cognitive challenges to teaching and learning.

  11. Code Sharing and Collaboration: Experiences from the Scientist's Expert Assistant Project and their Relevance to the Virtual Observatory

    NASA Technical Reports Server (NTRS)

    Jones, Jeremy; Grosvenor, Sandy; Wolf, Karl; Li, Connie; Koratkar, Anuradha; Powers, Edward I. (Technical Monitor)

    2001-01-01

    In the Virtual Observatory (VO), software tools will perform the functions that have traditionally been performed by physical observatories and their instruments. These tools will not be adjuncts to VO functionality but will make up the very core of the VO. Consequently, the tradition of observatory and system independent tools serving a small user base is not valid for the VO. For the VO to succeed, we must improve software collaboration and code sharing between projects and groups. A significant goal of the Scientist's Expert Assistant (SEA) project has been promoting effective collaboration and code sharing between groups. During the past three years, the SEA project has been developing prototypes for new observation planning software tools and strategies. Initially funded by the Next Generation Space Telescope, parts of the SEA code have since been adopted by the Space Telescope Science Institute. SEA has also supplied code for SOFIA, the SIRTF planning tools, and the JSky Open Source Java library. The potential benefits of sharing code are clear. The recipient gains functionality for considerably less cost. The provider gains additional developers working with their code. If enough users groups adopt a set of common code and tools, defacto standards can emerge (as demonstrated by the success of the FITS standard). Code sharing also raises a number of challenges related to the management of the code. In this talk, we will review our experiences with SEA - both successes and failures - and offer some lessons learned that may promote further successes in collaboration and re-use.

  12. Code Sharing and Collaboration: Experiences From the Scientist's Expert Assistant Project and Their Relevance to the Virtual Observatory

    NASA Technical Reports Server (NTRS)

    Korathkar, Anuradha; Grosvenor, Sandy; Jones, Jeremy; Li, Connie; Mackey, Jennifer; Neher, Ken; Obenschain, Arthur F. (Technical Monitor)

    2001-01-01

    In the Virtual Observatory (VO), software tools will perform the functions that have traditionally been performed by physical observatories and their instruments. These tools will not be adjuncts to VO functionality but will make up the very core of the VO. Consequently, the tradition of observatory and system independent tools serving a small user base is not valid for the VO. For the VO to succeed, we must improve software collaboration and code sharing between projects and groups. A significant goal of the Scientist's Expert Assistant (SEA) project has been promoting effective collaboration and code sharing among groups. During the past three years, the SEA project has been developing prototypes for new observation planning software tools and strategies. Initially funded by the Next Generation Space Telescope, parts of the SEA code have since been adopted by the Space Telescope Science Institute. SEA has also supplied code for the SIRTF (Space Infrared Telescope Facility) planning tools, and the JSky Open Source Java library. The potential benefits of sharing code are clear. The recipient gains functionality for considerably less cost. The provider gains additional developers working with their code. If enough users groups adopt a set of common code and tools, de facto standards can emerge (as demonstrated by the success of the FITS standard). Code sharing also raises a number of challenges related to the management of the code. In this talk, we will review our experiences with SEA--both successes and failures, and offer some lessons learned that might promote further successes in collaboration and re-use.

  13. IceCube Polar Virtual Reality exhibit: immersive learning for learners of all ages

    NASA Astrophysics Data System (ADS)

    Madsen, J.; Bravo Gallart, S.; Chase, A.; Dougherty, P.; Gagnon, D.; Pronto, K.; Rush, M.; Tredinnick, R.

    2017-12-01

    The IceCube Polar Virtual Reality project is an innovative, interactive exhibit that explains the operation and science of a flagship experiment in polar research, the IceCube Neutrino Observatory. The exhibit allows users to travel from the South Pole, where the detector is located, to the furthest reaches of the universe, learning how the detection of high-energy neutrinos has opened a new view to the universe. This novel exhibit combines a multitouch tabletop display system and commercially available virtual reality (VR) head-mounted displays to enable informal STEM learning of polar research. The exhibit, launched in early November 2017 during the Wisconsin Science Festival in Madison, WI, will study how immersive VR can enhance informal STEM learning. The foundation of this project is built upon a strong collaborative effort between the Living Environments Laboratory (LEL), the Wisconsin IceCube Particle Astrophysics Center (WIPAC), and the Field Day Laboratory groups from the University of Wisconsin-Madison campus. The project is funded through an NSF Advancing Informal STEM Learning (AISL) grant, under a special call for engaging students and the public in polar research. This exploratory pathways project seeks to build expertise to allow future extensions. The plan is to submit a subsequent AISL Broad Implementation proposal to add more 3D environments for other Antarctic research topics and locations in the future. We will describe the current implementation of the project and discuss the challenges and opportunities of working with an interdisciplinary team of scientists and technology and education researchers. We will also present preliminary assessment results, which seek to answer questions such as: Did users gain a better understanding of IceCube research from interacting with the exhibit? Do both technologies (touch table and VR headset) provide the same level of engagement? Is one technology better suited for specific learning outcomes?

  14. Virtual Learning Effectiveness: An Examination of the Process

    ERIC Educational Resources Information Center

    Stonebraker, Peter W.; Hazeltine, James E.

    2004-01-01

    This study defines, examines, and measures the effectiveness of a corporate virtual learning program. Initially, distinctions between traditional and virtual learning and university and corporate programs are defined. Then, based on the literature, an integrative model of the perceived effectiveness of a virtual learning environment is developed…

  15. The Virtual Learning Commons: Supporting Science Education with Emerging Technologies

    NASA Astrophysics Data System (ADS)

    Pennington, D. D.; Gandara, A.; Gris, I.

    2012-12-01

    The Virtual Learning Commons (VLC), funded by the National Science Foundation Office of Cyberinfrastructure CI-Team Program, is a combination of Semantic Web, mash up, and social networking tools that supports knowledge sharing and innovation across scientific disciplines in research and education communities and networks. The explosion of scientific resources (data, models, algorithms, tools, and cyberinfrastructure) challenges the ability of educators to be aware of resources that might be relevant to their classes. Even when aware, it can be difficult to understand enough about those resources to develop classroom materials. Often emerging data and technologies have little documentation, especially about their application. The VLC tackles this challenge by providing mechanisms for individuals and groups of educators to organize Web resources into virtual collections, and engage each other around those collections in order to a) learn about potentially relevant resources that are available; b) design classes that leverage those resources; and c) develop course syllabi. The VLC integrates Semantic Web functionality for structuring distributed information, mash up functionality for retrieving and displaying information, and social media for discussing/rating information. We are working to provide three views of information that support educators in different ways: 1. Innovation Marketplace: supports users as they find others teaching similar courses, where they are located, and who they collaborate with; 2. Conceptual Mapper: supports educators as they organize their thinking about the content of their class and related classes taught by others; 3. Curriculum Designer: supports educators as they generate a syllabus and find Web resources that are relevant. This presentation will discuss the innovation and learning theories that have informed design of the VLC, hypotheses about the use of emerging technologies to support innovation in classrooms, and will include a brief demonstration of these capabilities.

  16. Public health practice course using Google Plus.

    PubMed

    Wu, Ting-Ting; Sung, Tien-Wen

    2014-03-01

    In recent years, mobile device-assisted clinical education has become popular among nursing school students. The introduction of mobile devices saves manpower and reduces errors while enhancing nursing students' professional knowledge and skills. To respond to the demands of various learning strategies and to maintain existing systems of education, the concept of Cloud Learning is gradually being introduced to instructional environments. Cloud computing facilitates learning that is personalized, diverse, and virtual. This study involved assessing the advantages of mobile devices and Cloud Learning in a public health practice course, in which Google+ was used as the learning platform, integrating various application tools. Users could save and access data by using any wireless Internet device. The platform was student centered and based on resource sharing and collaborative learning. With the assistance of highly flexible and convenient technology, certain obstacles in traditional practice training can be resolved. Our findings showed that the students who adopted Google+ were learned more effectively compared with those who were limited to traditional learning systems. Most students and the nurse educator expressed a positive attitude toward and were satisfied with the innovative learning method.

  17. The use of virtual patient scenarios as a vehicle for teaching professionalism.

    PubMed

    Marei, H F; Al-Eraky, M M; Almasoud, N N; Donkers, J; Van Merrienboer, J J G

    2018-05-01

    This study aimed to measure students' perceptions of virtual patient scenarios (VPs) for developing ethical reasoning skills and to explore features in VP design that are necessary to promote professionalism. Sixty-five dental students participated in learning sessions that involved collaborative practice with five VPs (four high fidelity and one low fidelity), followed by reflection sessions. Students' perceptions towards the use of VPs in developing ethical reasoning skills were assessed using a questionnaire that involved 10 closed and three open-ended questions. High-fidelity VPs were perceived as significantly better for developing ethical reasoning skills than low-fidelity VPs. Analyses of answers to open-ended questions revealed two new features that are specific for VPs intended for teaching professionalism, which are VP dramatic structure and how it should end. VPs intended for teaching professionalism need to have high fidelity, follow a specific dramatic structure and should include multiple plausible endings. The use of VPs as part of a collaborative activity that is followed by a reflection session is perceived as an effective tool for the development of ethical reasoning skills in dental education. © 2017 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  18. Sensor Webs in Digital Earth

    NASA Astrophysics Data System (ADS)

    Heavner, M. J.; Fatland, D. R.; Moeller, H.; Hood, E.; Schultz, M.

    2007-12-01

    The University of Alaska Southeast is currently implementing a sensor web identified as the SouthEast Alaska MOnitoring Network for Science, Telecommunications, Education, and Research (SEAMONSTER). From power systems and instrumentation through data management, visualization, education, and public outreach, SEAMONSTER is designed with modularity in mind. We are utilizing virtual earth infrastructures to enhance both sensor web management and data access. We will describe how the design philosophy of using open, modular components contributes to the exploration of different virtual earth environments. We will also describe the sensor web physical implementation and how the many components have corresponding virtual earth representations. This presentation will provide an example of the integration of sensor webs into a virtual earth. We suggest that IPY sensor networks and sensor webs may integrate into virtual earth systems and provide an IPY legacy easily accessible to both scientists and the public. SEAMONSTER utilizes geobrowsers for education and public outreach, sensor web management, data dissemination, and enabling collaboration. We generate near-real-time auto-updating geobrowser files of the data. In this presentation we will describe how we have implemented these technologies to date, the lessons learned, and our efforts towards greater OGC standard implementation. A major focus will be on demonstrating how geobrowsers have made this project possible.

  19. CEDS Addresses: Virtual and Blended Learning

    ERIC Educational Resources Information Center

    US Department of Education, 2015

    2015-01-01

    The Common Education Data Standards (CEDS) common data vocabulary supports the collection and use of information about virtual and blended learning. The data element "Virtual Indicator", introduced in version 3 of CEDS, supports a range of virtual learning-related use cases. The Virtual Indicator element may be related to a Course…

  20. Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government-Industry Collaboration for the Development of Game-Based Training Tools

    DTIC Science & Technology

    2016-05-05

    Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based Training Tools R.M. Seater...Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based...unlimited. This page intentionally left blank. iii EXECUTIVE SUMMARY Game -based training tools, sometimes called “serious games ,” are becoming

  1. Future Scenarios for Mobile Science Learning

    NASA Astrophysics Data System (ADS)

    Burden, Kevin; Kearney, Matthew

    2016-04-01

    This paper adopts scenario planning as a methodological approach and tool to help science educators reconceptualise their use of mobile technologies across various different futures. These `futures' are set out neither as predictions nor prognoses but rather as stimuli to encourage greater discussion and reflection around the use of mobile technologies in science education. Informed by the literature and our empirical data, we consider four alternative futures for science education in a mobile world, with a particular focus on networked collaboration and student agency. We conclude that `seamless learning', whereby students are empowered to use their mobile technologies to negotiate across physical and virtual boundaries (e.g. between school and out-of-school activities), may be the most significant factor in encouraging educators to rethink their existing pedagogical patterns, thereby realizing some of the promises of contextualised participatory science learning.

  2. The Essence of Using Collaborative Technology for Virtual Team Members: A Study Using Interpretative Phenomenology

    ERIC Educational Resources Information Center

    Houck, Christiana L.

    2013-01-01

    This interpretative phenomenological study used semi-structured interviews of 10 participants to gain a deeper understanding of the experience for virtual team members using collaborative technology. The participants were knowledge workers from global software companies working on cross-functional project teams at a distance. There were no…

  3. Collaboration and Knowledge Sharing Using 3D Virtual World on "Second Life"

    ERIC Educational Resources Information Center

    Rahim, Noor Faridah A.

    2013-01-01

    A collaborative and knowledge sharing virtual activity on "Second Life" using a learner-centred teaching methodology was initiated between Temasek Polytechnic and The Hong Kong Polytechnic University (HK PolyU) in the October 2011 semester. This paper highlights the author's experience in designing and implementing this e-learning…

  4. Impact of Collaborative Work on Technology Acceptance: A Case Study from Virtual Computing

    ERIC Educational Resources Information Center

    Konak, Abdullah; Kulturel-Konak, Sadan; Nasereddin, Mahdi; Bartolacci, Michael R.

    2017-01-01

    Aim/Purpose: This paper utilizes the Technology Acceptance Model (TAM) to examine the extent to which acceptance of Remote Virtual Computer Laboratories (RVCLs) is affected by students' technological backgrounds and the role of collaborative work. Background: RVCLs are widely used in information technology and cyber security education to provide…

  5. EdMOO: One Approach to a Multimedia Collaborative Environment.

    ERIC Educational Resources Information Center

    Holkner, Bernard

    The nature of the multiuser object oriented (MOO) environment lends itself to flexible and rich interactive collaboration space providing interactive discussion, mail, mailing list, and news features to its virtual denizens. EdMOO (HREF1) was created in mid-1995 as an environment for teachers to experience the text based virtual reality…

  6. Effects of Collaborative Activities on Group Identity in Virtual World

    ERIC Educational Resources Information Center

    Park, Hyungsung; Seo, Sumin

    2013-01-01

    The purpose of this study was to analyze the effects of collaborative activities on group identity in a virtual world such as "Second Life." To achieve this purpose, this study adopted events that promoted participants' interactions using tools inherent in "Second Life." The interactive tools given to the control group in this…

  7. Virtual Collaborative Simulation Environment for Integrated Product and Process Development

    NASA Technical Reports Server (NTRS)

    Gulli, Michael A.

    1997-01-01

    Deneb Robotics is a leader in the development of commercially available, leading edge three- dimensional simulation software tools for virtual prototyping,, simulation-based design, manufacturing process simulation, and factory floor simulation and training applications. Deneb has developed and commercially released a preliminary Virtual Collaborative Engineering (VCE) capability for Integrated Product and Process Development (IPPD). This capability allows distributed, real-time visualization and evaluation of design concepts, manufacturing processes, and total factory and enterprises in one seamless simulation environment.

  8. Strategies for Information Retrieval and Virtual Teaming to Mitigate Risk on NASA's Missions

    NASA Technical Reports Server (NTRS)

    Topousis, Daria; Williams, Gregory; Murphy, Keri

    2007-01-01

    Following the loss of NASA's Space Shuttle Columbia in 2003, it was determined that problems in the agency's organization created an environment that led to the accident. One component of the proposed solution resulted in the formation of the NASA Engineering Network (NEN), a suite of information retrieval and knowledge sharing tools. This paper describes the implementation of this set of search, portal, content management, and semantic technologies, including a unique meta search capability for data from distributed engineering resources. NEN's communities of practice are formed along engineering disciplines where users leverage their knowledge and best practices to collaborate and take informal learning back to their personal jobs and embed it into the procedures of the agency. These results offer insight into using traditional engineering disciplines for virtual teaming and problem solving.

  9. How NASA is building and sustaining a community of scientist-communicators through virtual technology, graphic facilitation and other community-building tools

    NASA Astrophysics Data System (ADS)

    DeWitt, S.; Bovaird, E.; Stewart, N.; Reaves, J.; Tenenbaum, L. F.; Betz, L.; Kuchner, M. J.; Dodson, K. E.; Miller, A.

    2013-12-01

    In 2013 NASA launched its first agency-wide effort to cultivate and support scientist-communicators. The multiple motivations behind this effort are complex and overlapping, and include a desire to connect the agency's workforce to its mission and to each other in the post-Space Shuttle era; a shift in how the agency and the world communicates about science; the current public perception of science and of NASA, and a desire to share the stories of the real people behind the agency's technical work. Leaders in the NASA science, communications and public outreach communities partnered with the agency's training and leadership development organization to: identify and fully characterize the need for training and development in science communication, experiment with various learning models, and invite early-adopter scientists to evaluate these models for future agency investment. Using virtual collaboration technology, graphic facilitation, and leadership development methods, we set out to create an environment where scientist-communicators can emerge and excel. First, we asked scientists from across the agency to identify their motivations, opportunities, barriers and areas of interest in science communication. Scientists identified a need to go beyond traditional media training, a need for continuous practice and peer feedback, and a need for agency incentives and sustained support for this kind of work. This community-driven approach also uncovered a serious need for communication support in the wake of diminishing resources for travel and conference attendance. As a first step, we offered a series of virtual learning events - highly collaborative working sessions for scientists to practice their communication technique, develop and apply new skills to real-world situations, and gain valuable feedback from external subject matter experts and fellow scientists from across the agency in a supportive environment. Scientists from ten NASA centers and a broad range of research disciplines - from astrophysics to climate change to aeronautics - took part in these virtual events. This newly connected community provided continuous feedback and recommendations for how they and the agency can continue to cultivate and support scientist-communicators over the long-term. By inviting scientists to communicate in new ways using new tools, we are modeling the type of innovative communication we hope to see, and are gradually elevating scientists' exposure to and comfort level with new communication technologies. Our next challenge is to provide a deeper learning experience and strengthen connections within this community through a series of face-to-face workshops at NASA centers. We are also investigating ways to broaden and sustain the supportive environment - both virtual and institutional - needed for this new distributed network of scientist-communicators to thrive.

  10. Mobile learning: a workforce development strategy for nurse supervisors.

    PubMed

    Mather, Carey; Cummings, Elizabeth

    2014-01-01

    Digital technology provides opportunities for using mobile learning strategies in healthcare environments. To realise the vision of the National Workforce Development Strategy there needs to be innovation of health professionals to further develop knowledge and skills of clinical supervisors to access and gain an understanding of the value of mobile learning at the workplace. The use of digital technology by clinical supervisors was explored in 2012 as part of a teaching development grant to evaluate the use of Web 2.0 technology to develop a community of practice about clinical supervision. Prior to developing the virtual network of clinical supervisors, feedback about the use of Web 2.0 technology by clinicians was sought via an online survey. Over 90% of respondents used social media, 85% understood what a blog and wiki were and approximately half of the respondents used smart phones. More than one-third indicated they would participate in a virtual community of practice and would like to receive information about clinical facilitation at least once per week. Findings indicate both inhibitors and opportunities for workforce development within healthcare environments that need to be addressed. Support of graduate-ready nurses can be achieved through an integrated outlook that enables health professionals within organisations to undertake mobile learning in situ. A flexible and collaborative approach to continuing professional development within organisations could enhance practice development and could positively impact on workforce development.

  11. Virtual communities of practice: can they support the prevention agenda in public health?

    PubMed Central

    Ford, Jennifer; Korjonen, Helena; Keswani, Asha; Hughes, Emma

    2015-01-01

    Background Virtual Communities of Practice (CoPs) are flexible communication and knowledge management tools enabling collaboration, sharing of best practice and professional development. There have been few studies that have looked at the use and usefulness of virtual CoPs in public health. Methods This project sought to gather the evidence and develop recommendations for the value of virtual CoPs in public health through a literature review, and through piloting two CoPs in obesity. The research aimed to find out how useful CoPs are in obesity prevention, what makes a CoP successful and what evaluation methods are appropriate. Results CoPs are composed of observers, passive and active contributors with a small group of 'super-users'. All users learn through reading and listening, even if they do not post. The CoPs had higher levels of reading activity as opposed to low levels of posting activity. Longer existence of CoPs usually means more active membership. There are complex reasons why users fail to engage in knowledge sharing. Success of a CoP is creating an online environment where users feel comfortable. CoPs need administrative support and facilitation. Champions play a vital role. Conclusions Evidence shows some encouraging results about the value of CoPs in enabling collaboration and information sharing. Despite low membership numbers of the obesity CoPs piloted, members see value and suggest improvements. Findings suggest that success comes from leadership, champions, and larger networks with more posting activity. Mixed methods of quantitative and qualitative research are appropriate in measuring the use and impact of CoPs. PMID:26284150

  12. [The technology of virtual reality resource for formation in public health in the distance: an application for the learning of anthropometric procedures].

    PubMed

    Barilli, Elomar Christina Vieira Castilho; Ebecken, Nelson Francisco Favilla; Cunha, Gerson Gomes

    2011-01-01

    This article presents the research developed in the Laboratory of Computational Methods in Engineering of the Federal University of Rio de Janeiro in partnership with the Program of Distance Education of the National School of Public Health Sergio Arouca (ENSP), approaching the integration between Distance Education and Virtual Reality (VR) technology as reply to the public health educative demands that require the development of motor abilities. The application field was the formation of the professionals of the Food and Nutritional Surveillance, as is the base of one of the Brazilian public policies targeting the monitoring of lacks of nutrients. The prototype consists of a complementary virtual environment, supported in VR for the Monitoring of Food and Nutritional specialization course, that is part of the regulate courses of the Distance Education of ENSP approaching the anthropometric procedures for being the most used in the survey of the nutritional state of the population. A total of 189 participants visited the Virtual Environment and it could be evidenced that the VR can be used as a pedagogical resource to collaborate with the processes of professional distance education, that demand the development of motor abilities.

  13. Learning Ethics through Virtual Fieldtrips: Teaching Ethical Theories through Virtual Experiences

    ERIC Educational Resources Information Center

    Houser, Rick; Thoma, Steve; Coppock, Amanda; Mazer, Matthew; Midkiff, Lewis; Younanian, Marisa; Young, Sarah

    2011-01-01

    Teaching ethical reasoning is considered an important component of the undergraduate learning experience. A recent approach to teaching using experiential learning is through virtual worlds such as Second Life. We discuss how ethics may be taught using experiential learning in the virtual world of Second Life. Participants in the class in this…

  14. Virtual Virtuosos: A Case Study in Learning Music in Virtual Learning Environments in Spain

    ERIC Educational Resources Information Center

    Alberich-Artal, Enric; Sangra, Albert

    2012-01-01

    In recent years, the development of Information and Communication Technologies (ICT) has contributed to the generation of a number of interesting initiatives in the field of music education and training in virtual learning environments. However, music education initiatives employing virtual learning environments have replicated and perpetuated the…

  15. Rocinante, a virtual collaborative visualizer

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    McDonald, M.J.; Ice, L.G.

    1996-12-31

    With the goal of improving the ability of people around the world to share the development and use of intelligent systems, Sandia National Laboratories` Intelligent Systems and Robotics Center is developing new Virtual Collaborative Engineering (VCE) and Virtual Collaborative Control (VCC) technologies. A key area of VCE and VCC research is in shared visualization of virtual environments. This paper describes a Virtual Collaborative Visualizer (VCV), named Rocinante, that Sandia developed for VCE and VCC applications. Rocinante allows multiple participants to simultaneously view dynamic geometrically-defined environments. Each viewer can exclude extraneous detail or include additional information in the scene as desired.more » Shared information can be saved and later replayed in a stand-alone mode. Rocinante automatically scales visualization requirements with computer system capabilities. Models with 30,000 polygons and 4 Megabytes of texture display at 12 to 15 frames per second (fps) on an SGI Onyx and at 3 to 8 fps (without texture) on Indigo 2 Extreme computers. In its networked mode, Rocinante synchronizes its local geometric model with remote simulators and sensory systems by monitoring data transmitted through UDP packets. Rocinante`s scalability and performance make it an ideal VCC tool. Users throughout the country can monitor robot motions and the thinking behind their motion planners and simulators.« less

  16. Telearch - Integrated visual simulation environment for collaborative virtual archaeology.

    NASA Astrophysics Data System (ADS)

    Kurillo, Gregorij; Forte, Maurizio

    Archaeologists collect vast amounts of digital data around the world; however, they lack tools for integration and collaborative interaction to support reconstruction and interpretation process. TeleArch software is aimed to integrate different data sources and provide real-time interaction tools for remote collaboration of geographically distributed scholars inside a shared virtual environment. The framework also includes audio, 2D and 3D video streaming technology to facilitate remote presence of users. In this paper, we present several experimental case studies to demonstrate the integration and interaction with 3D models and geographical information system (GIS) data in this collaborative environment.

  17. Internet-based distributed collaborative environment for engineering education and design

    NASA Astrophysics Data System (ADS)

    Sun, Qiuli

    2001-07-01

    This research investigates the use of the Internet for engineering education, design, and analysis through the presentation of a Virtual City environment. The main focus of this research was to provide an infrastructure for engineering education, test the concept of distributed collaborative design and analysis, develop and implement the Virtual City environment, and assess the environment's effectiveness in the real world. A three-tier architecture was adopted in the development of the prototype, which contains an online database server, a Web server as well as multi-user servers, and client browsers. The environment is composed of five components, a 3D virtual world, multiple Internet-based multimedia modules, an online database, a collaborative geometric modeling module, and a collaborative analysis module. The environment was designed using multiple Intenet-based technologies, such as Shockwave, Java, Java 3D, VRML, Perl, ASP, SQL, and a database. These various technologies together formed the basis of the environment and were programmed to communicate smoothly with each other. Three assessments were conducted over a period of three semesters. The Virtual City is open to the public at www.vcity.ou.edu. The online database was designed to manage the changeable data related to the environment. The virtual world was used to implement 3D visualization and tie the multimedia modules together. Students are allowed to build segments of the 3D virtual world upon completion of appropriate undergraduate courses in civil engineering. The end result is a complete virtual world that contains designs from all of their coursework and is viewable on the Internet. The environment is a content-rich educational system, which can be used to teach multiple engineering topics with the help of 3D visualization, animations, and simulations. The concept of collaborative design and analysis using the Internet was investigated and implemented. Geographically dispersed users can build the same geometric model simultaneously over the Internet and communicate with each other through a chat room. They can also conduct finite element analysis collaboratively on the same object over the Internet. They can mesh the same object, apply and edit the same boundary conditions and forces, obtain the same analysis results, and then discuss the results through the Internet.

  18. A framework using cluster-based hybrid network architecture for collaborative virtual surgery.

    PubMed

    Qin, Jing; Choi, Kup-Sze; Poon, Wai-Sang; Heng, Pheng-Ann

    2009-12-01

    Research on collaborative virtual environments (CVEs) opens the opportunity for simulating the cooperative work in surgical operations. It is however a challenging task to implement a high performance collaborative surgical simulation system because of the difficulty in maintaining state consistency with minimum network latencies, especially when sophisticated deformable models and haptics are involved. In this paper, an integrated framework using cluster-based hybrid network architecture is proposed to support collaborative virtual surgery. Multicast transmission is employed to transmit updated information among participants in order to reduce network latencies, while system consistency is maintained by an administrative server. Reliable multicast is implemented using distributed message acknowledgment based on cluster cooperation and sliding window technique. The robustness of the framework is guaranteed by the failure detection chain which enables smooth transition when participants join and leave the collaboration, including normal and involuntary leaving. Communication overhead is further reduced by implementing a number of management approaches such as computational policies and collaborative mechanisms. The feasibility of the proposed framework is demonstrated by successfully extending an existing standalone orthopedic surgery trainer into a collaborative simulation system. A series of experiments have been conducted to evaluate the system performance. The results demonstrate that the proposed framework is capable of supporting collaborative surgical simulation.

  19. Realistic terrain visualization based on 3D virtual world technology

    NASA Astrophysics Data System (ADS)

    Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai

    2009-09-01

    The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.

  20. Realistic terrain visualization based on 3D virtual world technology

    NASA Astrophysics Data System (ADS)

    Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai

    2010-11-01

    The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.

  1. Scaffolding Interprofessional Education: Unfolding Case Studies, Virtual World Simulations, and Patient-Centered Care.

    PubMed

    Zook, Sharon Strang; Hulton, Linda J; Dudding, Carol C; Stewart, Anne L; Graham, Amy C

    Fragmentation of health care negatively impacts quality; one of the contributing factors may be ineffective collaboration among health care professionals. This article describes the implementation of an interprofessional education curriculum for graduate students enrolled in nursing, psychology, and speech-language pathology programs. Over 3 semesters, students engaged in interprofessional collaboration modules, unfolding case studies, virtual simulation, and shared case planning experiences. The curriculum's impact on students' attitudes and values toward interprofessional collaborative practice was measured.

  2. Virtual Reality: The Future of Animated Virtual Instructor, the Technology and Its Emergence to a Productive E-Learning Environment.

    ERIC Educational Resources Information Center

    Jiman, Juhanita

    This paper discusses the use of Virtual Reality (VR) in e-learning environments where an intelligent three-dimensional (3D) virtual person plays the role of an instructor. With the existence of this virtual instructor, it is hoped that the teaching and learning in the e-environment will be more effective and productive. This virtual 3D animated…

  3. Team Learning for Healthcare Quality Improvement

    PubMed Central

    Eppstein, Margaret J.; Horbar, Jeffrey D.

    2014-01-01

    In organized healthcare quality improvement collaboratives (QICs), teams of practitioners from different hospitals exchange information on clinical practices with the aim of improving health outcomes at their own institutions. However, what works in one hospital may not work in others with different local contexts because of nonlinear interactions among various demographics, treatments, and practices. In previous studies of collaborations where the goal is a collective problem solving, teams of diverse individuals have been shown to outperform teams of similar individuals. However, when the purpose of collaboration is knowledge diffusion in complex environments, it is not clear whether team diversity will help or hinder effective learning. In this paper, we first use an agent-based model of QICs to show that teams comprising similar individuals outperform those with more diverse individuals under nearly all conditions, and that this advantage increases with the complexity of the landscape and level of noise in assessing performance. Examination of data from a network of real hospitals provides encouraging evidence of a high degree of similarity in clinical practices, especially within teams of hospitals engaging in QIC teams. However, our model also suggests that groups of similar hospitals could benefit from larger teams and more open sharing of details on clinical outcomes than is currently the norm. To facilitate this, we propose a secure virtual collaboration system that would allow hospitals to efficiently identify potentially better practices in use at other institutions similar to theirs without any institutions having to sacrifice the privacy of their own data. Our results may also have implications for other types of data-driven diffusive learning such as in personalized medicine and evolutionary search in noisy, complex combinatorial optimization problems. PMID:25360395

  4. The Benefits and Barriers of Virtual Collaboration among Online Adjuncts

    ERIC Educational Resources Information Center

    Schieffer, Lori

    2016-01-01

    Online education is a current trend in higher education. This has left colleges needing to hire more part-time remote adjuncts to fill the fluctuating number of available courses. Because remote online adjuncts are susceptible to isolation, the need has arisen to study the benefits and barriers of virtual collaboration. The purpose of this…

  5. Tracing Success: Graphical Methods for Analysing Successful Collaborative Problem Solving

    ERIC Educational Resources Information Center

    Joiner, Richard; Issroff, Kim

    2003-01-01

    The aim of this paper is to evaluate the use of trace diagrams for analysing collaborative problem solving. The paper describes a study where trace diagrams were used to analyse joint navigation in a virtual environment. Ten pairs of undergraduates worked together on a distributed virtual task to collect five flowers using two bees with each…

  6. Training Teachers for Virtual Collaboration: A Case Study

    ERIC Educational Resources Information Center

    Vinagre, Margarita

    2016-01-01

    This study aims to explore the development of teachers' competences when trained in virtual collaboration. In order to do so, we analyse the data gathered from a group of nine in-service teachers who were trained in a forum and a wiki to become future telecollaborative teachers (TTs). During the course, participants worked in small groups and they…

  7. Fostering Collaboration in CALL: Benefits and Challenges of Using Virtual Language Resource Centres

    ERIC Educational Resources Information Center

    Medina, Liliana Cuesta; Alvarez, Claudia Patricia

    2014-01-01

    This paper presents the findings from a qualitative study on collaborative CALL design and implementation carried out with two groups of postgraduate language-teacher trainees who designed and piloted nine virtual language resource centres (VLRC) at 16 educational institutions of different levels and contents for an academic year. The project was…

  8. Wiki or Word? Evaluating Tools for Collaborative Writing and Editing

    ERIC Educational Resources Information Center

    Dishaw, Mark; Eierman, Michael A.; Iversen, Jakob H.; Philip, George C.

    2011-01-01

    Businesses and other organizations are relying increasingly on virtual teams to perform a range of business activities. A key challenge in utilizing virtual teams is to support collaboration among team members who are separated by distance and/or time. In this paper we use a research model based on a combination of the Technology Acceptance Model…

  9. Educational Visualizations in 3D Collaborative Virtual Environments: A Methodology

    ERIC Educational Resources Information Center

    Fominykh, Mikhail; Prasolova-Forland, Ekaterina

    2012-01-01

    Purpose: Collaborative virtual environments (CVEs) have become increasingly popular in educational settings and the role of 3D content is becoming more and more important. Still, there are many challenges in this area, such as lack of empirical studies that provide design for educational activities in 3D CVEs and lack of norms of how to support…

  10. Social Virtual Worlds for Technology-Enhanced Learning on an Augmented Learning Platform

    ERIC Educational Resources Information Center

    Jin, Li; Wen, Zhigang; Gough, Norman

    2010-01-01

    Virtual worlds have been linked with e-learning applications to create virtual learning environments (VLEs) for the past decade. However, while they can support many educational activities that extend both traditional on-campus teaching and distance learning, they are used primarily for learning content generated and managed by instructors. With…

  11. Middle school students' learning of mechanics concepts through engagement in different sequences of physical and virtual experiments

    NASA Astrophysics Data System (ADS)

    Sullivan, Sarah; Gnesdilow, Dana; Puntambekar, Sadhana; Kim, Jee-Seon

    2017-08-01

    Physical and virtual experimentation are thought to have different affordances for supporting students' learning. Research investigating the use of physical and virtual experiments to support students' learning has identified a variety of, sometimes conflicting, outcomes. Unanswered questions remain about how physical and virtual experiments may impact students' learning and for which contexts and content areas they may be most effective. Using a quasi-experimental design, we examined eighth grade students' (N = 100) learning of physics concepts related to pulleys depending on the sequence of physical and virtual labs they engaged in. Five classes of students were assigned to either the: physical first condition (PF) (n = 55), where students performed a physical pulley experiment and then performed the same experiment virtually, or virtual first condition (VF) (n = 45), with the opposite sequence. Repeated measures ANOVA's were conducted to examine how physical and virtual labs impacted students' learning of specific physics concepts. While we did not find clear-cut support that one sequence was better, we did find evidence that participating in virtual experiments may be more beneficial for learning certain physics concepts, such as work and mechanical advantage. Our findings support the idea that if time or physical materials are limited, using virtual experiments may help students understand work and mechanical advantage.

  12. Interprofessional education: evaluation of a radiation therapy and medical physics student simulation workshop.

    PubMed

    Jimenez, Yobelli A; Thwaites, David I; Juneja, Prabhjot; Lewis, Sarah J

    2018-01-23

    Interprofessional education (IPE) involves two or more professions engaged in learning with, from and about each other. An initiative was undertaken to explore IPE for radiation therapy (RT) and medical physics (MP) students through a newly developed workshop based around simulated learning. The aims of this study were to explore RT and MP students' perceptions of working as part of a collaborative team and of their own and the other group's professional roles. Student perceptions of the simulation education tool, the virtual environment for radiotherapy training (VERT) system, were also investigated. RT and MP students were invited to participate in a 4-hour interprofessional workshop. Pre- and post-workshop surveys were employed to collect demographic data, students' perceptions of interdisciplinary education (interdisciplinary education perception scale (IEPS)) and workshop evaluation (bespoke questionnaire). Fifteen students attended the workshop (RT, n = 8; MP, n = 7). Thirteen pre- and post-questionnaires were returned (Pre-questionnaire: RT, n = 6, response rate, 75%; MP, n = 7, response rate, 100%; post-questionnaire: RT, n = 7, response rate, 87.5%; MP, n = 6, response rate 85.7%). For both student groups combined, IEPS scores ranged from 64 to 108 and 71 to 108 in the pre- and post-questionnaires, respectively, with insignificant differences in the mean scores post-intervention (Z = -1.305, P = 0.192). Satisfaction with VERT as a simulation tool was high for both student groups. The interprofessional student workshop served to promote interprofessional collaboration for RT and MP students. VERT was reported as an appropriate education tool for this purpose, enabling access to virtual clinical equipment common to both student groups. It is suggested that IPE continues to be offered and investigated in RT and MP students, in order to improve effective interprofessional strategies which may enrich future professional collaboration. © 2018 The Authors. Journal of Medical Radiation Sciences published by John Wiley & Sons Australia, Ltd on behalf of Australian Society of Medical Imaging and Radiation Therapy and New Zealand Institute of Medical Radiation Technology.

  13. The Development of the Virtual Learning Media of the Sacred Object Artwork

    ERIC Educational Resources Information Center

    Nuanmeesri, Sumitra; Jamornmongkolpilai, Saran

    2018-01-01

    This research aimed to develop the virtual learning media of the sacred object artwork by applying the concept of the virtual technology in order to publicize knowledge on the cultural wisdom of the sacred object artwork. It was done by designing and developing the virtual learning media of the sacred object artwork for the virtual presentation.…

  14. Balancing the playing field: collaborative gaming for physical training.

    PubMed

    Mace, Michael; Kinany, Nawal; Rinne, Paul; Rayner, Anthony; Bentley, Paul; Burdet, Etienne

    2017-11-20

    Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences between players. We present a novel motor-training paradigm that allows real-time collaboration and performance enhancement, across a wide range of inter-subject skill mismatches, including disabled vs. able-bodied partnerships. A virtual task consisting of a dynamic ball on a beam, is controlled at each end using independent digital force-sensing handgrips. Interaction is mediated through simulated physical coupling and locally-redundant control. Game performance was measured in 16 healthy-healthy and 16 patient-expert dyads, where patients were hemiparetic stroke survivors using their impaired arm. Dual-player was compared to single-player performance, in terms of score, target tracking, stability, effort and smoothness; and questionnaires probing user-experience and engagement. Performance of less-able subjects (as ranked from single-player ability) was enhanced by dual-player mode, by an amount proportionate to the partnership's mismatch. The more abled partners' performances decreased by a similar amount. Such zero-sum interactions were observed for both healthy-healthy and patient-expert interactions. Dual-player was preferred by the majority of players independent of baseline ability and subject group; healthy subjects also felt more challenged, and patients more skilled. This is the first demonstration of implicit skill balancing in a truly collaborative virtual training task leading to heightened engagement, across both healthy subjects and stroke patients.

  15. Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics

    ERIC Educational Resources Information Center

    Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F.

    2016-01-01

    A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment "StudentResearcher," which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum…

  16. Live theater on a virtual stage: incorporating soft skills and teamwork in computer graphics education.

    PubMed

    Schweppe, M; Geigel, J

    2011-01-01

    Industry has increasingly emphasized the need for "soft" or interpersonal skills development and team-building experience in the college curriculum. Here, we discuss our experiences with providing such opportunities via a collaborative project called the Virtual Theater. In this joint project between the Rochester Institute of Technology's School of Design and Department of Computer Science, the goal is to enable live performance in a virtual space with participants in different physical locales. Students work in teams, collaborating with other students in and out of their disciplines.

  17. Perfecting Scientists' Collaboration and Problem-Solving Skills in the Virtual Team Environment

    NASA Astrophysics Data System (ADS)

    Jabro, A.; Jabro, J.

    2012-04-01

    PPerfecting Scientists' Collaboration and Problem-Solving Skills in the Virtual Team Environment Numerous factors have contributed to the proliferation of conducting work in virtual teams at the domestic, national, and global levels: innovations in technology, critical developments in software, co-located research partners and diverse funding sources, dynamic economic and political environments, and a changing workforce. Today's scientists must be prepared to not only perform work in the virtual team environment, but to work effectively and efficiently despite physical and cultural barriers. Research supports that students who have been exposed to virtual team experiences are desirable in the professional and academic arenas. Research supports establishing and maintaining established protocols for communication behavior prior to task discussion provides for successful team outcomes. Research conducted on graduate and undergraduate virtual teams' behaviors led to the development of successful pedagogic practices and assessment strategies.

  18. This is Not a Game - Social Virtual Worlds, Fun, and Learning

    NASA Astrophysics Data System (ADS)

    Bell, Mark W.; Smith-Robbins, Sarah; Withnail, Greg

    This chapter asks a simple question: what is required to make learning fun in social virtual worlds? Several scholars have connected fun with learning but most of these have centered on the function of games in learning. Studies of learning in massive multiplayer online role playing games connect the game mechanics to how learning occurs. However, few have asked whether learning in a virtual world can be fun if there is no game. In a social virtual world, like Second Life (SL) there are no game mechanics (unlike game worlds like World of Warcraft [WoW]). There are no quests, challenges, rewards or other game elements in SL. So can a virtual world that has no game-content provided be a place where fun learning can take place? We define fun and explore how fun has been related to learning. We explore theories of fun from Koster, Crawford, Csíkszentmihályi and others as well as views of the ways fun is explored as related to the learning experience. With these models in mind, we explore how fun is different in a social virtual world. Drawing on definitions of fun from Castronova and others, we see game structures in virtual worlds may not be needed to have fun. These fun activities include game creation, business interactions, and most importantly, identity play and socialization in a social virtual world. Finally, we propose that if learning is to be successful and fun in a social virtual world it should pay close attention to these two activities.

  19. A prototype molecular interactive collaborative environment (MICE).

    PubMed

    Bourne, P; Gribskov, M; Johnson, G; Moreland, J; Wavra, S; Weissig, H

    1998-01-01

    Illustrations of macromolecular structure in the scientific literature contain a high level of semantic content through which the authors convey, among other features, the biological function of that macromolecule. We refer to these illustrations as molecular scenes. Such scenes, if available electronically, are not readily accessible for further interactive interrogation. The basic PDB format does not retain features of the scene; formats like PostScript retain the scene but are not interactive; and the many formats used by individual graphics programs, while capable of reproducing the scene, are neither interchangeable nor can they be stored in a database and queried for features of the scene. MICE defines a Molecular Scene Description Language (MSDL) which allows scenes to be stored in a relational database (a molecular scene gallery) and queried. Scenes retrieved from the gallery are rendered in Virtual Reality Modeling Language (VRML) and currently displayed in WebView, a VRML browser modified to support the Virtual Reality Behavior System (VRBS) protocol. VRBS provides communication between multiple client browsers, each capable of manipulating the scene. This level of collaboration works well over standard Internet connections and holds promise for collaborative research at a distance and distance learning. Further, via VRBS, the VRML world can be used as a visual cue to trigger an application such as a remote MEME search. MICE is very much work in progress. Current work seeks to replace WebView with Netscape, Cosmoplayer, a standard VRML plug-in, and a Java-based console. The console consists of a generic kernel suitable for multiple collaborative applications and additional application-specific controls. Further details of the MICE project are available at http:/(/)mice.sdsc.edu.

  20. Team learning and effectiveness in virtual project teams: the role of beliefs about interpersonal context.

    PubMed

    Ortega, Aída; Sánchez-Manzanares, Miriam; Gil, Francisco; Rico, Ramón

    2010-05-01

    There has been increasing interest in team learning processes in recent years. Researchers have investigated the impact of team learning on team effectiveness and analyzed the enabling conditions for the process, but team learning in virtual teams has been largely ignored. This study examined the relationship between team learning and effectiveness in virtual teams, as well as the role of team beliefs about interpersonal context. Data from 48 teams performing a virtual consulting project over 4 weeks indicate a mediating effect of team learning on the relationship between beliefs about the interpersonal context (psychological safety, task interdependence) and team effectiveness (satisfaction, viability). These findings suggest the importance of team learning for developing effective virtual teams.

  1. NASA Team Collaboration Pilot: Enabling NASA's Virtual Teams

    NASA Technical Reports Server (NTRS)

    Prahst, Steve

    2003-01-01

    Most NASA projects and work activities are accomplished by teams of people. These teams are often geographically distributed - across NASA centers and NASA external partners, both domestic and international. NASA "virtual" teams are stressed by the challenge of getting team work done - across geographic boundaries and time zones. To get distributed work done, teams rely on established methods - travel, telephones, Video Teleconferencing (NASA VITS), and email. Time is our most critical resource - and team members are hindered by the overhead of travel and the difficulties of coordinating work across their virtual teams. Modern, Internet based team collaboration tools offer the potential to dramatically improve the ability of virtual teams to get distributed work done.

  2. Virtual Enterprise: Transforming Entrepreneurship Education

    ERIC Educational Resources Information Center

    Borgese, Anthony

    2011-01-01

    Entrepreneurship education is ripe for utilizing experiential learning methods. Experiential methods are best learned when there is constant immersion into the subject matter. One such transformative learning methodology is Virtual Enterprise (VE). Virtual Enterprise is a multi-faceted, experiential learning methodology disseminated by the City…

  3. Design of Scalable and Effective Earth Science Collaboration Tool

    NASA Astrophysics Data System (ADS)

    Maskey, M.; Ramachandran, R.; Kuo, K. S.; Lynnes, C.; Niamsuwan, N.; Chidambaram, C.

    2014-12-01

    Collaborative research is growing rapidly. Many tools including IDEs are now beginning to incorporate new collaborative features. Software engineering research has shown the effectiveness of collaborative programming and analysis. In particular, drastic reduction in software development time resulting in reduced cost has been highlighted. Recently, we have witnessed the rise of applications that allow users to share their content. Most of these applications scale such collaboration using cloud technologies. Earth science research needs to adopt collaboration technologies to reduce redundancy, cut cost, expand knowledgebase, and scale research experiments. To address these needs, we developed the Earth science collaboration workbench (CWB). CWB provides researchers with various collaboration features by augmenting their existing analysis tools to minimize learning curve. During the development of the CWB, we understood that Earth science collaboration tasks are varied and we concluded that it is not possible to design a tool that serves all collaboration purposes. We adopted a mix of synchronous and asynchronous sharing methods that can be used to perform collaboration across time and location dimensions. We have used cloud technology for scaling the collaboration. Cloud has been highly utilized and valuable tool for Earth science researchers. Among other usages, cloud is used for sharing research results, Earth science data, and virtual machine images; allowing CWB to create and maintain research environments and networks to enhance collaboration between researchers. Furthermore, collaborative versioning tool, Git, is integrated into CWB for versioning of science artifacts. In this paper, we present our experience in designing and implementing the CWB. We will also discuss the integration of collaborative code development use cases for data search and discovery using NASA DAAC and simulation of satellite observations using NASA Earth Observing System Simulation Suite (NEOS3).

  4. The role of intellectual property in creating, sharing and repurposing virtual patients.

    PubMed

    Campbell, Gabrielle; Miller, Angela; Balasubramaniam, Chara

    2009-08-01

    Medical schools are integrating more technology into the training of health care practitioners. Electronic Virtual Patients (VPs) provide interactive simulations to facilitate learning. The time, cost and effort required to create robust VPs on an individual school basis are significant; sharing of VPs by medical schools allows for access to a broad range of VPs across a variety of disciplines with lower investment. When this digital content is shared with other schools and distributed widely, digital copyright issues come into play. Unless all intellectual property rights (IPRs) and plans of the authors regarding the VP are confirmed upfront, the ability of the school to share the VP may be inhibited. Schools should also identify under what licensing/sharing model they plan to distribute the VPs - how do you plan to share the VPs and what will allow users to do with the VPs in the context of IPRs? This article highlights the role of IPRs in VPs and discusses a case-study of a European Virtual Patient collaboration to demonstrate how IPRs were managed.

  5. Virtual Reality Based Collaborative Design by Children with High-Functioning Autism: Design-Based Flexibility, Identity, and Norm Construction

    ERIC Educational Resources Information Center

    Ke, Fengfeng; Lee, Sungwoong

    2016-01-01

    This exploratory case study examined the process and potential impact of collaborative architectural design and construction in an OpenSimulator-based virtual reality (VR) on the social skills development of children with high-functioning autism (HFA). Two children with a formal medical diagnosis of HFA and one typically developing peer, aged…

  6. Teaching and Learning with Virtual Teams

    ERIC Educational Resources Information Center

    Ferris, Sharmila, Ed.; Godar, Susan, Ed.

    2006-01-01

    The growth of e-learning and distance education today creates an increasingly pressing need for research and writing on the pedagogy of e-learning. Teams are, or should be, an integral component of e-learning. "Teaching and Learning with Virtual Teams" develops this concept by investigating many issues around teams in the virtual and hybrid…

  7. ISS emergency scenarios and a virtual training simulator for Flight Controllers

    NASA Astrophysics Data System (ADS)

    Uhlig, Thomas; Roshani, Frank-Cyrus; Amodio, Ciro; Rovera, Alessandro; Zekusic, Nikola; Helmholz, Hannes; Fairchild, Matthew

    2016-11-01

    The current emergency response concept for the International Space Station (ISS) includes the support of the Flight Control Team. Therefore, the team members need to be trained in emergencies and the corresponding crew procedures to ensure a smooth collaboration between crew and ground. In the case where the astronaut and ground personnel training is not collocated it is a challenging endeavor to ensure and maintain proper knowledge and skills for the Flight Control Team. Therefore, a virtual 3D simulator at the Columbus Control Center (Col-CC) is presented, which is used for ground personnel training in the on-board emergency response. The paper briefly introduces the main ISS emergency scenarios and the corresponding response strategy, details the resulting learning objectives for the Flight Controllers and elaborates on the new simulation method, which will be used in the future. The status of the 3D simulator, first experiences and further plans are discussed.

  8. Learning Behaviors and Interaction Patterns among Students in Virtual Learning Worlds

    ERIC Educational Resources Information Center

    Lin, Chi-Syan; Ma, Jung Tsan; Chen, Yi-Lung; Kuo, Ming-Shiou

    2010-01-01

    The goal of this study is to investigate how students behave themselves in the virtual learning worlds. The study creates a 3D virtual learning world, entitled the Best Digital Village, and implements a learning program on it. The learning program, the Expo, takes place at the Exhibition Center in the Best Digital Village. The space in the Expo is…

  9. Observational learning of fly casting using traditional and virtual modeling with and without authority figure.

    PubMed

    Kernodle, Michael W; McKethan, Robert N; Rabinowitz, Erik

    2008-10-01

    Traditional and virtual modeling were compared during learning of a multiple degree-of-freedom skill (fly casting) to assess the effect of the presence or absence of an authority figure on observational learning via virtual modeling. Participants were randomly assigned to one of four groups: Virtual Modeling with an authority figure present (VM-A) (n = 16), Virtual Modeling without an authority figure (VM-NA) (n = 16), Traditional Instruction (n = 17), and Control (n = 19). Results showed significant between-group differences on Form and Skill Acquisition scores. Except for one instance, all three learning procedures resulted in significant learning of fly casting. Virtual modeling with or without an authority figure present was as effective as traditional instruction; however, learning without an authority figure was less effective with regard to Accuracy scores.

  10. Virtual Tools to Broaden Participation in the Earth and Space Sciences through Geolead (Geoscience Learning, Engagement And Development)

    NASA Astrophysics Data System (ADS)

    Asher, P. M.; Holm Adamec, B.; Furukawa, H.; Morris, A. R.; Haacker, R.; Kaplan, M.; Lewis, G. B.; Velasco, E.; Brey, J. A.

    2014-12-01

    Professional societies, along with federal agencies, national research centers and laboratories, academic institutions, and private industry, all play a key role in educating the next generation of Earth, ocean, atmospheric, and space scientists by offering programs and opportunities that attract students to the field, engage and retain them by supporting them through their formal education, and provide training for a career in this field. Research indicates that multiple engagement opportunities, such as mentoring, internships, participation in research, and learning communities, among other interventions, increase student success. This is particularly true for first-generation students and those who are members of underrepresented minority populations. However, it is often difficult to provide such a variety of programs at a significant scale, especially for geographically isolated students and those whose schools have fewer resources. To enable this, the American Geophysical Union (AGU) is convening a coalition of organizations to co-design and implement a concept called Geoscience Learning, Engagement And Development (GeoLEAD). GeoLEAD will provide a virtual platform as well as a collaborative infrastructure to help engage, retain, and prepare two- and four-year-college undergraduate Earth, ocean, atmospheric, and space science students (including those students who are interested in becoming majors) for the workforce. It will centralize access to the vast array of already existing programs and services that are currently scattered across multiple organizations, support the development of new services and programs, and simplify the search process by recommending bundles of programs and services based on the students' profiles and interests. This presentation will highlight the research that led to the development of the GeoLEAD concept, including studies of the ways in which undergraduates use online resources for their education. Additionally, other virtual resources for students that are in the development or implementation stage, such as an online poster competition and a virtual student conference, will be discussed.

  11. How Do Virtual World Experiences Bring about Learning? A Critical Review of Theories

    ERIC Educational Resources Information Center

    Loke, Swee-Kin

    2015-01-01

    While students do learn real-world knowledge and skills in virtual worlds, educators have yet to adequately theorise how students' virtual world experiences bring about this learning. This paper critically reviewed theories currently used to underpin empirical work in virtual worlds for education. In particular, it evaluated how applicable these…

  12. Middle School Students' Learning of Mechanics Concepts through Engagement in Different Sequences of Physical and Virtual Experiments

    ERIC Educational Resources Information Center

    Sullivan, Sarah; Gnesdilow, Dana; Puntambekar, Sadhana; Kim, Jee-Seon

    2017-01-01

    Physical and virtual experimentation are thought to have different affordances for supporting students' learning. Research investigating the use of physical and virtual experiments to support students' learning has identified a variety of, sometimes conflicting, outcomes. Unanswered questions remain about how physical and virtual experiments may…

  13. A hardware and software architecture to deal with multimodal and collaborative interactions in multiuser virtual reality environments

    NASA Astrophysics Data System (ADS)

    Martin, P.; Tseu, A.; Férey, N.; Touraine, D.; Bourdot, P.

    2014-02-01

    Most advanced immersive devices provide collaborative environment within several users have their distinct head-tracked stereoscopic point of view. Combining with common used interactive features such as voice and gesture recognition, 3D mouse, haptic feedback, and spatialized audio rendering, these environments should faithfully reproduce a real context. However, even if many studies have been carried out on multimodal systems, we are far to definitively solve the issue of multimodal fusion, which consists in merging multimodal events coming from users and devices, into interpretable commands performed by the application. Multimodality and collaboration was often studied separately, despite of the fact that these two aspects share interesting similarities. We discuss how we address this problem, thought the design and implementation of a supervisor that is able to deal with both multimodal fusion and collaborative aspects. The aim of this supervisor is to ensure the merge of user's input from virtual reality devices in order to control immersive multi-user applications. We deal with this problem according to a practical point of view, because the main requirements of this supervisor was defined according to a industrial task proposed by our automotive partner, that as to be performed with multimodal and collaborative interactions in a co-located multi-user environment. In this task, two co-located workers of a virtual assembly chain has to cooperate to insert a seat into the bodywork of a car, using haptic devices to feel collision and to manipulate objects, combining speech recognition and two hands gesture recognition as multimodal instructions. Besides the architectural aspect of this supervisor, we described how we ensure the modularity of our solution that could apply on different virtual reality platforms, interactive contexts and virtual contents. A virtual context observer included in this supervisor in was especially designed to be independent to the content of the virtual scene of targeted application, and is use to report high-level interactive and collaborative events. This context observer allows the supervisor to merge these interactive and collaborative events, but is also used to deal with new issues coming from our observation of two co-located users in an immersive device performing this assembly task. We highlight the fact that when speech recognition features are provided to the two users, it is required to automatically detect according to the interactive context, whether the vocal instructions must be translated into commands that have to be performed by the machine, or whether they take a part of the natural communication necessary for collaboration. Information coming from this context observer that indicates a user is looking at its collaborator, is important to detect if the user is talking to its partner. Moreover, as the users are physically co-localised and head-tracking is used to provide high fidelity stereoscopic rendering, and natural walking navigation in the virtual scene, we have to deals with collision and screen occlusion between the co-located users in the physical work space. Working area and focus of each user, computed and reported by the context observer is necessary to prevent or avoid these situations.

  14. Representative Model of the Learning Process in Virtual Spaces Supported by ICT

    ERIC Educational Resources Information Center

    Capacho, José

    2014-01-01

    This paper shows the results of research activities for building the representative model of the learning process in virtual spaces (e-Learning). The formal basis of the model are supported in the analysis of models of learning assessment in virtual spaces and specifically in Dembo´s teaching learning model, the systemic approach to evaluating…

  15. Learning About End-of-Life Care in Nursing-A Global Classroom Educational Innovation.

    PubMed

    Bailey, Cara; Hewison, Alistair; Orr, Shelly; Baernholdt, Marianne

    2017-11-01

    Teaching nursing students how to provide patient-centered end-of-life care is important and challenging. As traditional face-to-face classroom teaching is increasingly supplanted by digital technology, this provides opportunities for developing new forms of end-of-life care education. The aim of this article is to examine how a global classroom was developed using online technology to enhance nursing students' learning of end-of-life care in England and the United States. The PDSA (Plan-Do-Study-Act) quality improvement approach was used to guide the design and delivery of this curriculum innovation. The global classroom enhanced the educational experience for students. Teaching needs to be inclusive, focused, and engaging; the virtual platform must be stable and support individual learning, and learning needs to be collaborative and authentic. These findings can be used to inform the integration of similar approaches to end-of-life care education in other health care professional preparation programs. [J Nurs Educ. 2017;56(11):688-691.]. Copyright 2017, SLACK Incorporated.

  16. Virtual Workshop Environment (VWE): A Taxonomy and Service Oriented Architecture (SOA) Framework for Modularized Virtual Learning Environments (VLE)--Applying the Learning Object Concept to the VLE

    ERIC Educational Resources Information Center

    Paulsson, Fredrik; Naeve, Ambjorn

    2006-01-01

    Based on existing Learning Object taxonomies, this article suggests an alternative Learning Object taxonomy, combined with a general Service Oriented Architecture (SOA) framework, aiming to transfer the modularized concept of Learning Objects to modularized Virtual Learning Environments. The taxonomy and SOA-framework exposes a need for a clearer…

  17. Learning Together and Working Apart: Routines for Organizational Learning in Virtual Teams

    ERIC Educational Resources Information Center

    Dixon, Nancy

    2017-01-01

    Purpose: Research suggests that teaming routines facilitate learning in teams. This paper identifies and details how specific teaming routines, implemented in a virtual team, support its continual learning. The study's focus was to generate authentic and descriptive accounts of the interviewees' experiences with virtual teaming routines.…

  18. The Virtual Maternity Clinic: a teaching and learning innovation for midwifery education.

    PubMed

    Phillips, Diane; Duke, Maxine; Nagle, Cate; Macfarlane, Susie; Karantzas, Gery; Patterson, Denise

    2013-10-01

    There are challenges for midwifery students in developing skill and competency due to limited placements in antenatal clinics. The Virtual Maternity Clinic, an online resource, was developed to support student learning in professional midwifery practice. Identifying students' perceptions of the Virtual Maternity Clinic; learning about the impact of the Virtual Maternity Clinic on the students' experience of its use and access; and learning about the level of student satisfaction of the Virtual Maternity Clinic. Two interventions were used including pre and post evaluations of the online learning resource with data obtained from questionnaires using open ended and dichotomous responses and rating scales. The pre-Virtual Maternity Clinic intervention used a qualitative design and the post-Virtual Maternity Clinic intervention applied both qualitative and quantitative approaches. Three campuses of Deakin University, located in Victoria, Australia. Midwifery students enrolled in the Bachelor of Nursing/Bachelor of Midwifery and Graduate Diploma of Midwifery were recruited across three campuses of Deakin University (n=140). Thematic analysis of the pre-Virtual Maternity Clinic intervention (return rate n=119) related to students' expectations of this resource. The data for the post-Virtual Maternity Clinic intervention (return rate n=42) including open-ended responses were thematically analysed; dichotomous data examined in the form of frequencies and percentages of agreement and disagreement; and 5-rating scales were analysed using Pearson's correlations (α=.05, two-tailed). Results showed from the pre-Virtual Maternity Clinic intervention that students previously had placements in antenatal clinics were optimistic about the online learning resource. The post-Virtual Maternity Clinic intervention results indicated that students were satisfied with the Virtual Maternity Clinic as a learning resource despite some technological issues. The Virtual Maternity Clinic provides benefits for students in repeated observation of the practice of the midwife to support their professional learning and practice development. Copyright © 2012 Elsevier Ltd. All rights reserved.

  19. [Virtual microscopy in pathology teaching and postgraduate training (continuing education)].

    PubMed

    Sinn, H P; Andrulis, M; Mogler, C; Schirmacher, P

    2008-11-01

    As with conventional microscopy, virtual microscopy permits histological tissue sections to be viewed on a computer screen with a free choice of viewing areas and a wide range of magnifications. This, combined with the possibility of linking virtual microscopy to E-Learning courses, make virtual microscopy an ideal tool for teaching and postgraduate training in pathology. Uses of virtual microscopy in pathology teaching include blended learning with the presentation of digital teaching slides in the internet parallel to presentation in the histology lab, extending student access to histology slides beyond the lab. Other uses are student self-learning in the Internet, as well as the presentation of virtual slides in the classroom with or without replacing real microscopes. Successful integration of virtual microscopy depends on its embedding in the virtual classroom and the creation of interactive E-learning content. Applications derived from this include the use of virtual microscopy in video clips, podcasts, SCORM modules and the presentation of virtual microscopy using interactive whiteboards in the classroom.

  20. The use of virtual communities of practice to improve interprofessional collaboration and education: findings from an integrated review.

    PubMed

    McLoughlin, Clodagh; Patel, Kunal D; O'Callaghan, Tom; Reeves, Scott

    2018-03-01

    The recent growth in online technology has led to a rapid increase in the sharing of health related information globally. Health and social care professionals are now using a wide range of virtual communities of practice (VCoPs) for learning, support, continuing professional education, knowledge management and information sharing. In this article, we report the findings from a review of the literature that explored the use of VCoPs by health and social care professionals to determine their potential for interprofessional education and collaboration. We employed integrated review methods to search and identify relevant VCoP articles. We undertook searches of PubMed and Google Scholar from 2000, which after screening, resulted in the inclusion of 19 articles. A thematic analysis generated the following key issues related to the use of VCoPs: 'definitions and approaches', 'technological infrastructure', 'reported benefits', 'participation issues', 'trust and privacy and 'technical ability'. Based on the findings from this review, there is some evidence that VCoPs can offer an informal method of professional and interprofessional development for clinicians, and can decrease social and professional isolation. However, for VCoPs to be successful, issues of privacy, trust, encouragement and technology need to be addressed.

  1. Virtual Learning in Michigan's Schools. A Mackinac Center Report

    ERIC Educational Resources Information Center

    Van Beek, Michael

    2011-01-01

    Virtual learning is not for every student, but it's not science fiction, either. Right now in Michigan, it's being used by thousands of students in hundreds of virtual courses in urban, rural and suburban school districts. In fact, Michigan has been seen as a national leader in virtual learning. This study analyzes the financial costs and academic…

  2. Collaborative virtual environments art exhibition

    NASA Astrophysics Data System (ADS)

    Dolinsky, Margaret; Anstey, Josephine; Pape, Dave E.; Aguilera, Julieta C.; Kostis, Helen-Nicole; Tsoupikova, Daria

    2005-03-01

    This panel presentation will exhibit artwork developed in CAVEs and discuss how art methodologies enhance the science of VR through collaboration, interaction and aesthetics. Artists and scientists work alongside one another to expand scientific research and artistic expression and are motivated by exhibiting collaborative virtual environments. Looking towards the arts, such as painting and sculpture, computer graphics captures a visual tradition. Virtual reality expands this tradition to not only what we face, but to what surrounds us and even what responds to our body and its gestures. Art making that once was isolated to the static frame and an optimal point of view is now out and about, in fully immersive mode within CAVEs. Art knowledge is a guide to how the aesthetics of 2D and 3D worlds affect, transform, and influence the social, intellectual and physical condition of the human body through attention to psychology, spiritual thinking, education, and cognition. The psychological interacts with the physical in the virtual in such a way that each facilitates, enhances and extends the other, culminating in a "go together" world. Attention to sharing art experience across high-speed networks introduces a dimension of liveliness and aliveness when we "become virtual" in real time with others.

  3. NASA's Solar System Exploration Research Virtual Institute: Building Collaboration Through International Partnerships

    NASA Technical Reports Server (NTRS)

    Gibbs, K. E.; Schmidt, G. K.

    2017-01-01

    The NASA Solar System Exploration Research Virtual Institute (SSERVI) is a virtual institute focused on re-search at the intersection of science and exploration, training the next generation of lunar scientists, and community development. As part of the SSERVI mission, we act as a hub for opportunities that engage the larger scientific and exploration communities in order to form new interdisciplinary, research-focused collaborations. This talk will describe the international partner re-search efforts and how we are engaging the international science and exploration communities through workshops, conferences, online seminars and classes, student exchange programs and internships.

  4. Virtual pharmaceutical companies: collaborating flexibly in pharmaceutical development.

    PubMed

    Forster, Simon P; Stegmaier, Julia; Spycher, Rene; Seeger, Stefan

    2014-03-01

    Research and development (R&D) collaborations represent one approach chosen by the pharmaceutical industry to tackle current challenges posed by declining internal R&D success rates and fading of the blockbuster model. In recent years, a flexible concept to collaborate in R&D has emerged: virtual pharmaceutical companies (VPCs). These differ from other R&D companies, such as biotech start-ups, collaborating with big pharmaceutical companies, because they solely comprise experienced teams of managers. VPCs have only been described anecdotally in literature. Thus, we present here the characteristics of a VPC and suggest how big pharma can leverage the concept of VPCs by introducing five possible modes of collaboration. We find that one mode, investing, is particularly promising for big pharma. Copyright © 2013 Elsevier Ltd. All rights reserved.

  5. Virtual Organizations: Trends and Models

    NASA Astrophysics Data System (ADS)

    Nami, Mohammad Reza; Malekpour, Abbaas

    The Use of ICT in business has changed views about traditional business. With VO, organizations with out physical, geographical, or structural constraint can collaborate with together in order to fulfill customer requests in a networked environment. This idea improves resource utilization, reduces development process and costs, and saves time. Virtual Organization (VO) is always a form of partnership and managing partners and handling partnerships are crucial. Virtual organizations are defined as a temporary collection of enterprises that cooperate and share resources, knowledge, and competencies to better respond to business opportunities. This paper presents an overview of virtual organizations and main issues in collaboration such as security and management. It also presents a number of different model approaches according to their purpose and applications.

  6. Exploring Learning Performance toward Cognitive Approaches of a Virtual Companion System in LINE App for m-Learning

    ERIC Educational Resources Information Center

    Hsieh, Sheng-Wen; Wu, Min-Ping

    2013-01-01

    This paper used a Virtual Companion System (VCS) to examine how specific design variables within virtual learning companion affect the learning process of learners as defined by the cognitive continuum of field-dependent, field-independent and field-mixed learners in LINE app for m-learning. The data were collected from 198 participants in a…

  7. The Geography of Virtual Questioning

    ERIC Educational Resources Information Center

    Mon, Lorri; Bishop, Bradley Wade; McClure, Charles R.; McGilvray, Jessica; Most, Linda; Milas, Theodore Patrick; Snead, John T.

    2009-01-01

    This article explores the geography of virtual questioning by using geographic information systems to study activity within the Florida Electronic Library "Ask a Librarian" collaborative chat service. Researchers mapped participating libraries throughout the state of Florida that served as virtual "entry portals" for users as…

  8. Creating an Online Library To Support a Virtual Learning Community.

    ERIC Educational Resources Information Center

    Sandelands, Eric

    1998-01-01

    International Management Centres (IMC), an independent business school, and Anbar Electronic Intelligence (AEI), a database publisher, have created a virtual library for IMC's virtual business school. Topics discussed include action learning; IMC's partnership with AEI; the virtual university model; designing virtual library resources; and…

  9. Technology in postgraduate medical education: a dynamic influence on learning?

    PubMed Central

    Bullock, Alison; Webb, Katie

    2015-01-01

    The influence of technology in medical workplace learning is explored by focusing on three uses: m-learning (notably apps), simulation and social media. Smartphones with point-of-care tools (such as textbooks, drug guides and medical calculators) can support workplace learning and doctors’ decision-making. Simulations can help develop technical skills and team interactions, and ‘in situ’ simulations improve the match between the virtual and the real. Social media (wikis, blogs, networking, YouTube) heralds a more participatory and collaborative approach to knowledge development. These uses of technology are related to Kolb's learning cycle and Eraut's intentions of informal learning. Contentions and controversies with these technologies exist. There is a problem with the terminology commonly adopted to describe the use of technology to enhance learning. Using learning technology in the workplace changes the interaction with others and raises issues of professionalism and etiquette. Lack of regulation makes assessment of app quality a challenge. Distraction and dependency are charges levelled at smartphone use in the workplace and these need further research. Unless addressed, these and other challenges will impede the benefits that technology may bring to postgraduate medical education. PMID:26341127

  10. Visualization Analytics for Second Language Vocabulary Learning in Virtual Worlds

    ERIC Educational Resources Information Center

    Hsiao, Indy Y. T.; Lan, Yu-Ju; Kao, Chia-Ling; Li, Ping

    2017-01-01

    Language learning occurring in authentic contexts has been shown to be more effective. Virtual worlds provide simulated contexts that have the necessary elements of authentic contexts for language learning, and as a result, many studies have adopted virtual worlds as a useful platform for language learning. However, few studies so far have…

  11. Virtual Learning is the Real Thing

    ERIC Educational Resources Information Center

    Tekaat-Davey, Diana

    2006-01-01

    In this article, the author discusses how in California, high school students are learning about real business through a virtual world. Virtual enterprise programs are helping students learn about the real business world. Learning about the business world has become about as real as it can in California high schools. Enrollment in the programs…

  12. An Investigation into Cooperative Learning in a Virtual World Using Problem-Based Learning

    ERIC Educational Resources Information Center

    Parson, Vanessa; Bignell, Simon

    2017-01-01

    Three-dimensional multi-user virtual environments (MUVEs) have the potential to provide experiential learning qualitatively similar to that found in the real world. MUVEs offer a pedagogically-driven immersive learning opportunity for educationalists that is cost-effective and enjoyable. A family of digital virtual avatars was created within…

  13. Virtual Laboratory Enabling Collaborative Research in Applied Vehicle Technologies

    NASA Technical Reports Server (NTRS)

    Lamar, John E.; Cronin, Catherine K.; Scott, Laura E.

    2005-01-01

    The virtual laboratory is a new technology, based on the internet, that has had wide usage in a variety of technical fields because of its inherent ability to allow many users to participate simultaneously in instruction (education) or in the collaborative study of a common problem (real-world application). The leadership in the Applied Vehicle Technology panel has encouraged the utilization of this technology in its task groups for some time and its parent organization, the Research and Technology Agency, has done the same for its own administrative use. This paper outlines the application of the virtual laboratory to those fields important to applied vehicle technologies, gives the status of the effort, and identifies the benefit it can have on collaborative research. The latter is done, in part, through a specific example, i.e. the experience of one task group.

  14. A Virtual Emergency Telemedicine Serious Game in Medical Training: A Quantitative, Professional Feedback-Informed Evaluation Study

    PubMed Central

    Constantinou, Riana; Marangos, Charis; Kyriacou, Efthyvoulos; Bamidis, Panagiotis; Dafli, Eleni; Pattichis, Constantinos S

    2015-01-01

    Background Serious games involving virtual patients in medical education can provide a controlled setting within which players can learn in an engaging way, while avoiding the risks associated with real patients. Moreover, serious games align with medical students’ preferred learning styles. The Virtual Emergency TeleMedicine (VETM) game is a simulation-based game that was developed in collaboration with the mEducator Best Practice network in response to calls to integrate serious games in medical education and training. The VETM game makes use of data from an electrocardiogram to train practicing doctors, nurses, or medical students for problem-solving in real-life clinical scenarios through a telemedicine system and virtual patients. The study responds to two gaps: the limited number of games in emergency cardiology and the lack of evaluations by professionals. Objective The objective of this study is a quantitative, professional feedback-informed evaluation of one scenario of VETM, involving cardiovascular complications. The study has the following research question: “What are professionals’ perceptions of the potential of the Virtual Emergency Telemedicine game for training people involved in the assessment and management of emergency cases?” Methods The evaluation of the VETM game was conducted with 90 professional ambulance crew nursing personnel specializing in the assessment and management of emergency cases. After collaboratively trying out one VETM scenario, participants individually completed an evaluation of the game (36 questions on a 5-point Likert scale) and provided written and verbal comments. The instrument assessed six dimensions of the game: (1) user interface, (2) difficulty level, (3) feedback, (4) educational value, (5) user engagement, and (6) terminology. Data sources of the study were 90 questionnaires, including written comments from 51 participants, 24 interviews with 55 participants, and 379 log files of their interaction with the game. Results Overall, the results were positive in all dimensions of the game that were assessed as means ranged from 3.2 to 3.99 out of 5, with user engagement receiving the highest score (mean 3.99, SD 0.87). Users’ perceived difficulty level received the lowest score (mean 3.20, SD 0.65), a finding which agrees with the analysis of log files that showed a rather low success rate (20.6%). Even though professionals saw the educational value and usefulness of the tool for pre-hospital emergency training (mean 3.83, SD 1.05), they identified confusing features and provided input for improving them. Conclusions Overall, the results of the professional feedback-informed evaluation of the game provide a strong indication of its potential as an educational tool for emergency training. Professionals’ input will serve to improve the game. Further research will aim to validate VETM, in a randomized pre-test, post-test control group study to examine possible learning gains in participants’ problem-solving skills in treating a patient’s symptoms in an emergency situation. PMID:26084866

  15. A Virtual Emergency Telemedicine Serious Game in Medical Training: A Quantitative, Professional Feedback-Informed Evaluation Study.

    PubMed

    Nicolaidou, Iolie; Antoniades, Athos; Constantinou, Riana; Marangos, Charis; Kyriacou, Efthyvoulos; Bamidis, Panagiotis; Dafli, Eleni; Pattichis, Constantinos S

    2015-06-17

    Serious games involving virtual patients in medical education can provide a controlled setting within which players can learn in an engaging way, while avoiding the risks associated with real patients. Moreover, serious games align with medical students' preferred learning styles. The Virtual Emergency TeleMedicine (VETM) game is a simulation-based game that was developed in collaboration with the mEducator Best Practice network in response to calls to integrate serious games in medical education and training. The VETM game makes use of data from an electrocardiogram to train practicing doctors, nurses, or medical students for problem-solving in real-life clinical scenarios through a telemedicine system and virtual patients. The study responds to two gaps: the limited number of games in emergency cardiology and the lack of evaluations by professionals. The objective of this study is a quantitative, professional feedback-informed evaluation of one scenario of VETM, involving cardiovascular complications. The study has the following research question: "What are professionals' perceptions of the potential of the Virtual Emergency Telemedicine game for training people involved in the assessment and management of emergency cases?" The evaluation of the VETM game was conducted with 90 professional ambulance crew nursing personnel specializing in the assessment and management of emergency cases. After collaboratively trying out one VETM scenario, participants individually completed an evaluation of the game (36 questions on a 5-point Likert scale) and provided written and verbal comments. The instrument assessed six dimensions of the game: (1) user interface, (2) difficulty level, (3) feedback, (4) educational value, (5) user engagement, and (6) terminology. Data sources of the study were 90 questionnaires, including written comments from 51 participants, 24 interviews with 55 participants, and 379 log files of their interaction with the game. Overall, the results were positive in all dimensions of the game that were assessed as means ranged from 3.2 to 3.99 out of 5, with user engagement receiving the highest score (mean 3.99, SD 0.87). Users' perceived difficulty level received the lowest score (mean 3.20, SD 0.65), a finding which agrees with the analysis of log files that showed a rather low success rate (20.6%). Even though professionals saw the educational value and usefulness of the tool for pre-hospital emergency training (mean 3.83, SD 1.05), they identified confusing features and provided input for improving them. Overall, the results of the professional feedback-informed evaluation of the game provide a strong indication of its potential as an educational tool for emergency training. Professionals' input will serve to improve the game. Further research will aim to validate VETM, in a randomized pre-test, post-test control group study to examine possible learning gains in participants' problem-solving skills in treating a patient's symptoms in an emergency situation.

  16. The Effects of Communicative Genres on Intra-Group Conflict in Virtual Student Teams

    ERIC Educational Resources Information Center

    Hsu, Jung-Lung; Chou, Huey-Wen

    2009-01-01

    With increasing convenience and prevalence, the distant communication application has become a promising way for individuals who are eager to cooperate and interact virtually. This study explored the question of whether the collaborative interaction of the virtual teams has any effect on the conflict and network structure of virtual groups. A…

  17. Organizational Learning Goes Virtual?: A Study of Employees' Learning Achievement in Stereoscopic 3D Virtual Reality

    ERIC Educational Resources Information Center

    Lau, Kung Wong

    2015-01-01

    Purpose: This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual technologies, in particular to the stereo3D virtual reality, has fundamentally changed the ways in which organizations train their employees. However, in academic or…

  18. Empirical Evidence of Priming, Transfer, Reinforcement, and Learning in the Real and Virtual Trillium Trails

    ERIC Educational Resources Information Center

    Harrington, M. C. R.

    2011-01-01

    Over the past 20 years, there has been a debate on the effectiveness of virtual reality used for learning with young children, producing many ideas but little empirical proof. This empirical study compared learning activity in situ of a real environment (Real) and a desktop virtual reality (Virtual) environment, built with video game technology,…

  19. Shared Canadian Curriculum in Family Medicine (SHARC-FM): Creating a national consensus on relevant and practical training for medical students.

    PubMed

    Keegan, David A; Scott, Ian; Sylvester, Michael; Tan, Amy; Horrey, Kathleen; Weston, W Wayne

    2017-04-01

    In 2006, leaders of undergraduate family medicine education programs faced a series of increasing curriculum mandates in the context of limited time and financial resources. Additionally, it became apparent that a hidden curriculum against family medicine as a career choice was active in medical schools. The Shared Canadian Curriculum in Family Medicine was developed by the Canadian Undergraduate Family Medicine Education Directors and supported by the College of Family Physicians of Canada as a national collaborative project to support medical student training in family medicine clerkship. Its key objective is to enable education leaders to meet their educational mandates, while at the same time countering the hidden curriculum and providing a route to scholarship. The Shared Canadian Curriculum in Family Medicine is an open-access, shared, national curriculum ( www.sharcfm.ca ). It contains 23 core clinical topics (determined through a modified Delphi process) with demonstrable objectives for each. It also includes low- and medium-fidelity virtual patient cases, point-of-care learning resources (clinical cards), and assessment tools, all aligned with the core topics. French translation of the resources is ongoing. The core topics, objectives, and educational resources have been adopted by medical schools across Canada, according to their needs. The lessons learned from mounting this multi-institutional collaborative project will help others develop their own collaborative curricula. Copyright© the College of Family Physicians of Canada.

  20. Lessons Learned to Date in Developing the Virtual Space Physics Observatory

    NASA Astrophysics Data System (ADS)

    Cornwell, C.; Roberts, D. A.; King, J.; Smith, A.

    2005-12-01

    We now have an operational Virtual Space Physics Observatory that provides users the ability to search for and retrieve data from hundreds of space and solar physics data products based on specific terms or a Google-like interface. Lessons learned in building VSPO include: (a) A very close and highly interactive collaboration between scientists and information technologists in the definition and development of services is essential. (b) Constructing a Data Model acceptable to a broad community is very important but very difficult. Variations in usage are inevitable and must be dealt with through translations; this is especially true for the description of variables within data products. (c) Higher-order queries (searches based on events, positions, comparisons of measurements, etc.) are possible, and have been implemented in various systems; currently we see these as being separate from the basic data finding and retrieval services. (d) Building a Virtual Observatory is often more a matter of the tedious details of product descriptions than an exercise in implementing fancy middleware. Paying a knowledgeable third party to build registries can be more efficient than working directly with providers, and automated tools can help but do not solve all the problems. (e) The success of the VO effort in space and solar physics, as elsewhere, will depend on whether the scientific communities involved use and critique the services so that they will come to meet a real need for the integration of resources to solve new scientific problems of perceived importance.

  1. Awareware: Narrowcasting Attributes for Selective Attention, Privacy, and Multipresence

    NASA Astrophysics Data System (ADS)

    Cohen, Michael; Newton Fernando, Owen Noel

    The domain of cscw, computer-supported collaborative work, and DSC, distributed synchronous collaboration, spans real-time interactive multiuser systems, shared information spaces, and applications for teleexistence and artificial reality, including collaborative virtual environments ( cves) (Benford et al., 2001). As presence awareness systems emerge, it is important to develop appropriate interfaces and architectures for managing multimodal multiuser systems. Especially in consideration of the persistent connectivity enabled by affordable networked communication, shared distributed environments require generalized control of media streams, techniques to control source → sink transmissions in synchronous groupware, including teleconferences and chatspaces, online role-playing games, and virtual concerts.

  2. Development of an evolutionary simulator and an overall control system for intelligent wheelchair

    NASA Astrophysics Data System (ADS)

    Imai, Makoto; Kawato, Koji; Hamagami, Tomoki; Hirata, Hironori

    The goal of this research is to develop an intelligent wheelchair (IWC) system which aids an indoor safe mobility for elderly and disabled people with a new conceptual architecture which realizes autonomy, cooperativeness, and a collaboration behavior. In order to develop the IWC system in real environment, we need design-tools and flexible architecture. In particular, as more significant ones, this paper describes two key techniques which are an evolutionary simulation and an overall control mechanism. The evolutionary simulation technique corrects the error between the virtual environment in a simulator and real one in during the learning of an IWC agent, and coevolves with the agent. The overall control mechanism is implemented with subsumption architecture which is employed in an autonomous robot controller. By using these techniques in both simulations and experiments, we confirm that our IWC system acquires autonomy, cooperativeness, and a collaboration behavior efficiently.

  3. Comparing two methods of education (virtual versus traditional) on learning of Iranian dental students: a post-test only design study.

    PubMed

    Moazami, Fariborz; Bahrampour, Ehsan; Azar, Mohammad Reza; Jahedi, Farzad; Moattari, Marzieh

    2014-03-05

    The importance of using technologies such as e-learning in different disciplines is discussed in the literature. Researchers have measured the effectiveness of e-learning in a number of fields.Considering the lack of research on the effectiveness of online learning in dental education particularly in Iran, the advantages of these learning methods and the positive university atmosphere regarding the use of online learning. This study, therefore, aims to compare the effects of two methods of teaching (virtual versus traditional) on student learning. This post-test only design study approached 40, fifth year dental students of Shiraz University of Medical Sciences. From this group, 35 students agreed to participate. These students were randomly allocated into two groups, experimental (virtual learning) and comparison (traditional learning). To ensure similarity between groups, we compared GPAs of all participants by the Mann-Whitney U test (P > 0.05). The experimental group received a virtual learning environment courseware package specifically designed for this study, whereas the control group received the same module structured in a traditional lecture form. The virtual learning environment consisted of online and offline materials. Two identical valid, reliable post-tests that consisted of 40 multiple choice questions (MCQs) and 4 essay questions were administered immediately (15 min) after the last session and two months later to assess for knowledge retention. Data were analyzed by SPSS version 20. A comparison of the mean knowledge score of both groups showed that virtual learning was more effective than traditional learning (effect size = 0.69). The newly designed virtual learning package is feasible and will result in more effective learning in comparison with lecture-based training. However further studies are needed to generalize the findings of this study.

  4. Wikis and Collaborative Learning in Higher Education

    ERIC Educational Resources Information Center

    Zheng, Binbin; Niiya, Melissa; Warschauer, Mark

    2015-01-01

    While collaborative learning and collaborative writing can be of great value to student learning, the implementation of a technology-supported collaborative learning environment is a challenge. With their built-in features for supporting collaborative writing and social communication, wikis are a promising platform for collaborative learning;…

  5. Boosting physics education through mobile augmented reality

    NASA Astrophysics Data System (ADS)

    Crǎciun, Dana; Bunoiu, Mǎdǎlin

    2017-12-01

    The integration of collaborative applications, based on modern learning technologies and the Internet, of various visualization techniques and digital strategies in open, flexible modern learning environments which facilitate access to resources, represents a challenge for physics teachers in Romania in general, and for novice teachers in particular. Although large efforts have been made worldwide to invest in educational technologies, their impact on the students' learning outcomes is quite modest. In this paper, we describe and analyze various curricular and extracurricular activities specifically designed for and undertaken by pre-service physics teachers. These activities employ new educational technologies, mobile augmented reality (MAR) and are based on modern teaching and learning theories. MAR is an extension for mobile devices of augmented reality, an interactive and in real time combination, of real and virtual objects overlaid in the real environment. The obtained results show that pre-service physics teachers are confident in using MAR in their teaching and learning activities, and consider that the activities performed helped them develop the skills necessary for science teachers in a technology-based society and to reflect upon the role of technology in the current Romanian educational context.

  6. Playing in the Virtual Sandbox: Students' Collaborative Practices in Minecraft

    ERIC Educational Resources Information Center

    Davis, Katie; Boss, Julian A.; Meas, Perry

    2018-01-01

    Researchers, teachers, and the news media have touted Minecraft as an effective, engaging way to promote students' 21st century skills, including collaboration. However, little is known about what collaboration looks like in Minecraft, including what factors support and undermine high quality collaboration. The current exploratory study…

  7. Effects of Pedagogical Agent Gestures on Social Acceptance and Learning: Virtual Real Relationships in an Elementary Foreign Language Classroom

    ERIC Educational Resources Information Center

    Davis, Robert; Antonenko, Pavlo

    2017-01-01

    Pedagogical agents (PAs) are lifelike characters in virtual environments that help facilitate learning through social interactions and the virtual real relationships with the learners. This study explored whether and how PA gesture design impacts learning and agent social acceptance when used with elementary students learning foreign language…

  8. The Benefits and Barriers of Using Virtual Worlds to Engage Healthcare Professionals on Distance Learning Programmes

    ERIC Educational Resources Information Center

    Hack, Catherine Jane

    2016-01-01

    Using the delivery of a large postgraduate distance learning module in bioethics to health professionals as an illustrative example, the type of learning activity that could be enhanced through delivery in an immersive virtual world (IVW) was explored. Several activities were repurposed from the "traditional" virtual learning environment…

  9. iSee: Teaching Visual Learning in an Organic Virtual Learning Environment

    ERIC Educational Resources Information Center

    Han, Hsiao-Cheng

    2017-01-01

    This paper presents a three-year participatory action research project focusing on the graduate level course entitled Visual Learning in 3D Animated Virtual Worlds. The purpose of this research was to understand "How the virtual world processes of observing and creating can best help students learn visual theories". The first cycle of…

  10. Experience in Education Environment Virtualization within the Automated Information System "Platonus" (Kazakhstan)

    ERIC Educational Resources Information Center

    Abeldina, Zhaidary; Moldumarova, Zhibek; Abeldina, Rauza; Makysh, Gulmira; Moldumarova, Zhuldyz Ilibaevna

    2016-01-01

    This work reports on the use of virtual tools as means of learning process activation. A good result can be achieved by combining the classical learning with modern computer technology. By creating a virtual learning environment and using multimedia learning tools one can obtain a significant result while facilitating the development of students'…

  11. Effects of ICT Assisted Real and Virtual Learning on the Performance of Secondary School Students

    ERIC Educational Resources Information Center

    Deka, Monisha; Jena, Ananta Kumar

    2017-01-01

    The study aimed to assess the effect of ICT assisted real and virtual learning performance over the traditional approach of secondary school students. Non-Equivalent Pretest-Posttest Quasi Experimental Design used to assess and relate the effects of independent variables virtual learning on dependent variables (i.e. learning performance).…

  12. NanTroSEIZE in 3-D: Creating a Virtual Research Experience in Undergraduate Geoscience Courses

    NASA Astrophysics Data System (ADS)

    Reed, D. L.; Bangs, N. L.; Moore, G. F.; Tobin, H.

    2009-12-01

    Marine research programs, both large and small, have increasingly added a web-based component to facilitate outreach to K-12 and the public, in general. These efforts have included, among other activities, information-rich websites, ship-to-shore communication with scientists during expeditions, blogs at sea, clips on YouTube, and information about daily shipboard activities. Our objective was to leverage a portion of the vast collection of data acquired through the NSF-MARGINS program to create a learning tool with a long lifespan for use in undergraduate geoscience courses. We have developed a web-based virtual expedition, NanTroSEIZE in 3-D, based on a seismic survey associated with the NanTroSEIZE program of NSF-MARGINS and IODP to study the properties of the plate boundary fault system in the upper limit of the seismogenic zone off Japan. The virtual voyage can be used in undergraduate classes at anytime, since it is not directly tied to the finite duration of a specific seagoing project. The website combines text, graphics, audio and video to place learning in an experiential framework as students participate on the expedition and carry out research. Students learn about the scientific background of the program, especially the critical role of international collaboration, and meet the chief scientists before joining the sea-going expedition. Students are presented with the principles of 3-D seismic imaging, data processing and interpretation while mapping and identifying the active faults that were the likely sources of devastating earthquakes and tsunamis in Japan in 1944 and 1948. They also learn about IODP drilling that began in 2007 and will extend through much of the next decade. The website is being tested in undergraduate classes in fall 2009 and will be distributed through the NSF-MARGINS website (http://www.nsf-margins.org/) and the MARGINS Mini-lesson section of the Science Education Resource Center (SERC) (http://serc.carleton.edu/margins/collection.html) in early 2010.

  13. Communication and collaboration technologies.

    PubMed

    Cheeseman, Susan E

    2012-01-01

    This is the third in a series of columns exploring health information technology (HIT) in the neonatal intensive care unit (NICU). The first column provided background information on the implementation of information technology throughout the health care delivery system, as well as the requisite informatics competencies needed for nurses to fully engage in the digital era of health care. The second column focused on information and resources to master basic computer competencies described by the TIGER initiative (Technology Informatics Guiding Education Reform) as learning about computers, computer networks, and the transfer of data.1 This column will provide additional information related to basic computer competencies, focusing on communication and collaboration technologies. Computers and the Internet have transformed the way we communicate and collaborate. Electronic communication is the ability to exchange information through the use of computer equipment and software.2 Broadly defined, any technology that facilitates linking one or more individuals together is a collaborative tool. Collaboration using technology encompasses an extensive range of applications that enable groups of individuals to work together including e-mail, instant messaging (IM ), and several web applications collectively referred to as Web 2.0 technologies. The term Web 2.0 refers to web applications where users interact and collaborate with each other in a collective exchange of ideas generating content in a virtual community. Examples of Web 2.0 technologies include social networking sites, blogs, wikis, video sharing sites, and mashups. Many organizations are developing collaborative strategies and tools for employees to connect and interact using web-based social media technologies.3.

  14. Seven Affordances of Computer-Supported Collaborative Learning: How to Support Collaborative Learning? How Can Technologies Help?

    ERIC Educational Resources Information Center

    Jeong, Heisawn; Hmelo-Silver, Cindy E.

    2016-01-01

    This article proposes 7 core affordances of technology for collaborative learning based on theories of collaborative learning and CSCL (Computer-Supported Collaborative Learning) practices. Technology affords learner opportunities to (1) engage in a joint task, (2) communicate, (3) share resources, (4) engage in productive collaborative learning…

  15. Gender-Specific Covariations between Competencies, Interest and Effort during Science Learning in Virtual Environments

    PubMed Central

    Christophel, Eva; Schnotz, Wolfgang

    2017-01-01

    Women are still underrepresented in engineering courses although some German universities offer separate women’s engineering courses which include virtual STEM learning environments. To outline information about fundamental aspects relevant for virtual STEM learning, one has to reveal which similarities both genders in virtual learning show. Moreover, the question arises as to whether there are in fact differences in the virtual science learning of female and male learners. Working with virtual STEM learning environments requires strategic and arithmetic-operative competences. Even if we assume that female and male learners have similar competences levels, their correlational pattern of competences, motivational variables, and invested effort during virtual STEM learning might differ. If such gender differences in the correlations between cognitive and motivational variables and learning behavior were revealed, it would be possible to finetune study conditions for female students in a separate engineering course and shape virtual STEM learning in a more gender-appropriate manner. That might support an increase in the number of women in engineering courses. To reveal the differences and similarities between female and male learners, a field study was conducted with 56 students (female = 27, male = 29) as part of the Open MINT Labs project (the German term for Open STEM Labs, OML). The participants had to complete a virtual STEM learning environment during their regular science lessons. The data were collected with questionnaires. The results revealed that the strategic competences of both genders were positively correlated with situational interest in the virtual learning environment. This result shows the big impact strategic competences have for both genders regarding their situational interest. In contrast, the correlations between mental effort and competences differed between female and male participants. Especially female learners’ mental effort decreased if they had more strategic competences. On the other hand, female learners’ mental effort increased if they had more arithmetic-operative competences. All in all, female learners seem to be more sensitive to differences in their strategic and arithmetic-operative competences regarding their mental effort. These results imply that the implementation of separate women’s engineering courses could be an interesting approach. PMID:29114234

  16. Gender-Specific Covariations between Competencies, Interest and Effort during Science Learning in Virtual Environments.

    PubMed

    Christophel, Eva; Schnotz, Wolfgang

    2017-01-01

    Women are still underrepresented in engineering courses although some German universities offer separate women's engineering courses which include virtual STEM learning environments. To outline information about fundamental aspects relevant for virtual STEM learning, one has to reveal which similarities both genders in virtual learning show. Moreover, the question arises as to whether there are in fact differences in the virtual science learning of female and male learners. Working with virtual STEM learning environments requires strategic and arithmetic-operative competences. Even if we assume that female and male learners have similar competences levels, their correlational pattern of competences, motivational variables, and invested effort during virtual STEM learning might differ. If such gender differences in the correlations between cognitive and motivational variables and learning behavior were revealed, it would be possible to finetune study conditions for female students in a separate engineering course and shape virtual STEM learning in a more gender-appropriate manner. That might support an increase in the number of women in engineering courses. To reveal the differences and similarities between female and male learners, a field study was conducted with 56 students (female = 27, male = 29) as part of the Open MINT Labs project (the German term for Open STEM Labs, OML). The participants had to complete a virtual STEM learning environment during their regular science lessons. The data were collected with questionnaires. The results revealed that the strategic competences of both genders were positively correlated with situational interest in the virtual learning environment. This result shows the big impact strategic competences have for both genders regarding their situational interest. In contrast, the correlations between mental effort and competences differed between female and male participants. Especially female learners' mental effort decreased if they had more strategic competences. On the other hand, female learners' mental effort increased if they had more arithmetic-operative competences. All in all, female learners seem to be more sensitive to differences in their strategic and arithmetic-operative competences regarding their mental effort. These results imply that the implementation of separate women's engineering courses could be an interesting approach.

  17. E-Learning in Chemistry Education: Self-Regulated Learning in a Virtual Classroom

    ERIC Educational Resources Information Center

    Eidelman, Rachel Rosanne; Shwartz, Yael

    2016-01-01

    The virtual Chemistry classroom is a learning environment for students that are willing to study Chemistry, but have no opportunity to do so at school. The program launched in 2015, and currently, there are 22 students in the 11th grade and 80 students in the 10th grade. This study investigates and characterizes the virtual learning environment,…

  18. How to Do Things with Mouse Clicks: Applying Austin's Speech Act Theory to Explain Learning in Virtual Worlds

    ERIC Educational Resources Information Center

    Loke, Swee-Kin; Golding, Clinton

    2016-01-01

    This article addresses learning in desktop virtual worlds where students role play for professional education. When students role play in such virtual worlds, they can learn some knowledge and skills that are useful in the physical world. However, existing learning theories do not provide a plausible explanation of how performing non-verbal…

  19. Design, Development and Preliminary Student Evaluation of Virtual Field Guides as aids to teaching and learning in the Earth sciences

    NASA Astrophysics Data System (ADS)

    Stott, Tim

    2010-05-01

    In Universities the benefits of teaching and learning through fieldwork has been brought under closer examination in recent years (e.g. Andrews et al., 2003) and the notion of supporting fieldwork in the Geography, Earth and Environmental Science (GEES) disciplines has been gathering momentum over the past decade as evidenced by conferences on ‘Supporting fieldwork using information technology' (Maskall et al., 2007) and a Higher Education Academy GEES Virtual Fieldwork Conference at University of Worcester (May 2007). Virtual environments and e-learning resources have been shown to help students become active rather than passive learners by appealing to their multi-sensory learning ability with interactive media (Fletcher et al., 2002; 2007). Research on glacial and fluvial processes has been conducted since 2003 by Liverpool John Moores University (LJMU) staff, sometimes in collaboration with other Universities, at field sites in the French Alps, Swiss Alps and Cariboo Mountains in British Columbia. A virtual field guide (VFG) (www.virtualalps.co.uk) has been developed which uses maps, site photos, panorama movies, video clips, a google earth tour, student exercises using hydrological and glacial datasets collected in the field and revision exercises. A preliminary evaluation of this learning resource has been carried out with two groups of LJMU students and an article written (Stott et al. 2009a). The Ingleton Waterfalls VFG (http://www.ljmu.ac.uk/BIE/ingleton/) was developed by LJMU staff to meet the needs of Foundation degree and undergraduate students. A workshop was presented at the Earth Science Teachers Association 2008 Annual Conference at LJMU, and a subsequent article written (Stott et al. 2009b). The final section of this presentation will summarise some staff perspectives and raises some questions and issues concerned with development and accessibility of VFGs in the light of new developments of a ‘semantic web' at LJMU (Carmichael, 2009). Andrews, J., Kneale, P., Sougnez, Y., Stewart, M., and Stott, T. A. (2003). Carrying out Pedagogic research into the Constructive Alignment of Fieldwork. Planet Special Edition 5: Linking Teaching and Research and undertaking Pedagogic Research in Geography, Earth and Environmental Sciences, 51-52. Carmichael, P. (2008) ‘The Semantic Web and ‘Web 3.0' in: Selwyn, N. (ed.) Education 2.0? Designing the web for teaching and learning. London: ESRC Teaching and Learning Research Programme. Fletcher, S., France, D., Moore, K. and Robinson, G. (2002). Fieldwork education and technology: A GEES perspective, Planet 4, 17-19. Fletcher, S., France, D., Moore, K. and Robinson, G. (2007). Putting technology into fieldwork education: A pedagogic evaluation. Journal of Geography in Higher Education 31, 2, 319 - 330 Maskall, J., Stokes, A., Truscott, J. B., Bridge, A., Magnier, K. and Calderbank, V. (2007) Supporting fieldwork using information technology, Planet 18, 18-21. Stott, TA., Nuttall, AM. and McCloskey, J. (2009a) Design, Development and Student Evaluation of a Virtual Alps Field Guide www.virtualalps.co.uk. Planet 22, 64-71. Publication of the Higher Education Academy Subject Centre for Geography, Earth and Environmental Sciences, Learning & Teaching Support Network www.gees.ac.uk/planet/. Stott, TA, Clark, H., Milson, C., McCloskey, J. and Crompton, K. (2009b) The Ingleton Waterfalls Virtual Field Trip: Design, Development and Preliminary Evaluation, Teaching Earth Sciences 34 (1), 13-19, Magazine of the Earth Science Teachers Association.

  20. Using social media to support small group learning.

    PubMed

    Cole, Duncan; Rengasamy, Emma; Batchelor, Shafqat; Pope, Charles; Riley, Stephen; Cunningham, Anne Marie

    2017-11-10

    Medical curricula are increasingly using small group learning and less didactic lecture-based teaching. This creates new challenges and opportunities in how students are best supported with information technology. We explored how university-supported and external social media could support collaborative small group working on our new undergraduate medical curriculum. We made available a curation platform (Scoop.it) and a wiki within our virtual learning environment as part of year 1 Case-Based Learning, and did not discourage the use of other tools such as Facebook. We undertook student surveys to capture perceptions of the tools and information on how they were used, and employed software user metrics to explore the extent to which they were used during the year. Student groups developed a preferred way of working early in the course. Most groups used Facebook to facilitate communication within the group, and to host documents and notes. There were more barriers to using the wiki and curation platform, although some groups did make extensive use of them. Staff engagement was variable, with some tutors reviewing the content posted on the wiki and curation platform in face-to-face sessions, but not outside these times. A small number of staff posted resources and reviewed student posts on the curation platform. Optimum use of these tools depends on sufficient training of both staff and students, and an opportunity to practice using them, with ongoing support. The platforms can all support collaborative learning, and may help develop digital literacy, critical appraisal skills, and awareness of wider health issues in society.

  1. Virtual Reference, Real Money: Modeling Costs in Virtual Reference Services

    ERIC Educational Resources Information Center

    Eakin, Lori; Pomerantz, Jeffrey

    2009-01-01

    Libraries nationwide are in yet another phase of belt tightening. Without an understanding of the economic factors that influence library operations, however, controlling costs and performing cost-benefit analyses on services is difficult. This paper describes a project to develop a cost model for collaborative virtual reference services. This…

  2. Parameters for Successful Management of Cross Cultural Virtual Teams

    ERIC Educational Resources Information Center

    Gullett, Evelyn; Sixl-Daniell, Karin

    2008-01-01

    Virtual teams are a common phenomenon in organizations today. Universities are no exception to this trend and, in response, are offering class rooms without boundaries by introducing online programs which allow individuals from all walks of life and diverse geographical locations to come together. Cross-cultural virtual teams, collaborating with…

  3. The World's the Limit in the Virtual High School.

    ERIC Educational Resources Information Center

    Berman, Sheldon; Tinker, Robert

    1997-01-01

    Assisted by a U.S. Department of Education Technology Innovation Challenge Grant, the Hudson (Massachusetts) Public Schools, the Concord Consortium Educational Technology Lab, and 30 collaborating high schools across the nation have developed a virtual high school over the Internet. Through Internet-based courses, Virtual High School significantly…

  4. Virtual Patient Simulations for Medical Education: Increasing Clinical Reasoning Skills through Deliberate Practice

    ERIC Educational Resources Information Center

    McCoy, Lise

    2014-01-01

    Virtual Patient Simulations (VPS) are web-based exercises involving simulated patients in virtual environments. This study investigates the utility of VPS for increasing medical student clinical reasoning skills, collaboration, and engagement. Many studies indicate that VPS provide medical students with essential practice in clinical decision…

  5. An Ethnographic Study of a Developing Virtual Organization in Education

    ERIC Educational Resources Information Center

    Couch, Stephanie R.

    2012-01-01

    This ethnographic study answers calls for research into the ways that virtual organizations (or innovation-driven collaborative teams) form and develop, what supports and constraints their development, and the leadership models that support the organizations' work. The study examines how a virtual organization emerged from an intersegmental…

  6. Using a Virtual Class to Demonstrate Computer-Mediated Group Dynamics Concepts

    ERIC Educational Resources Information Center

    Franz, Timothy M.; Vicker, Lauren A.

    2010-01-01

    We report about an active learning demonstration designed to use a virtual class to present computer-mediated group communication course concepts to show that students can learn about these concepts in a virtual class. We designated 1 class period as a virtual rather than face-to-face class, when class members "attended" virtually using…

  7. Using Concept Mapping to Develop a Conceptual Framework for Creating Virtual Communities of Practice to Translate Cancer Research into Practice

    PubMed Central

    2014-01-01

    Introduction Translating government-funded cancer research into clinical practice can be accomplished via virtual communities of practice that include key players in the process: researchers, health care practitioners, and intermediaries. This study, conducted from November 2012 through January 2013, examined issues that key stakeholders believed should be addressed to create and sustain government-sponsored virtual communities of practice to integrate cancer control research, practice, and policy and demonstrates how concept mapping can be used to present relevant issues. Methods Key stakeholders brainstormed statements describing what is needed to create and sustain virtual communities of practice for moving cancer control research into practice. Participants rated them on importance and feasibility, selected most relevant statements, and sorted them into clusters. I used concept mapping to examine the issues identified and multidimensional scaling analyses to create a 2-dimensional conceptual map of the statement clusters. Results Participants selected 70 statements and sorted them into 9 major clusters related to creating and sustaining virtual communities of practice: 1) standardization of best practices, 2) external validity, 3) funding and resources, 4) social learning and collaboration, 5) cooperation, 6) partnerships, 7) inclusiveness, 8) social determinants and cultural competency, and 9) preparing the environment. Researchers, health care practitioners, and intermediaries were in relative agreement regarding issues of importance for creating these communities. Conclusion Virtual communities of practice can be created to address the needs of researchers, health care practitioners, and intermediaries by using input from these key stakeholders. Increasing linkages between these subgroups can improve the translation of research into practice. Similarities and differences between groups can provide valuable information to assist the government in developing virtual communities of practice. PMID:24762532

  8. Using concept mapping to develop a conceptual framework for creating virtual communities of practice to translate cancer research into practice.

    PubMed

    Vinson, Cynthia A

    2014-04-24

    Translating government-funded cancer research into clinical practice can be accomplished via virtual communities of practice that include key players in the process: researchers, health care practitioners, and intermediaries. This study, conducted from November 2012 through January 2013, examined issues that key stakeholders believed should be addressed to create and sustain government-sponsored virtual communities of practice to integrate cancer control research, practice, and policy and demonstrates how concept mapping can be used to present relevant issues. Key stakeholders brainstormed statements describing what is needed to create and sustain virtual communities of practice for moving cancer control research into practice. Participants rated them on importance and feasibility, selected most relevant statements, and sorted them into clusters. I used concept mapping to examine the issues identified and multidimensional scaling analyses to create a 2-dimensional conceptual map of the statement clusters. Participants selected 70 statements and sorted them into 9 major clusters related to creating and sustaining virtual communities of practice: 1) standardization of best practices, 2) external validity, 3) funding and resources, 4) social learning and collaboration, 5) cooperation, 6) partnerships, 7) inclusiveness, 8) social determinants and cultural competency, and 9) preparing the environment. Researchers, health care practitioners, and intermediaries were in relative agreement regarding issues of importance for creating these communities. Virtual communities of practice can be created to address the needs of researchers, health care practitioners, and intermediaries by using input from these key stakeholders. Increasing linkages between these subgroups can improve the translation of research into practice. Similarities and differences between groups can provide valuable information to assist the government in developing virtual communities of practice.

  9. [The use of virtual learning environment in teaching basic and advanced life support].

    PubMed

    Cogo, Ana Luísa Petersen; Silveira, Denise Tolfo; Lírio, Aline de Morais; Severo, Carolina Lopes

    2003-12-01

    The present paper is the result of an experiment conducted as part of the Nursing: basic and advanced life support course, which was offered as a semi-online course using the virtual learning environment called Learning Space. The virtual learning environment optimizes classroom dynamics, since in the classroom setting, practical activities may be privileged; besides, learning is customized as students may access the environment whenever and wherever they wish.

  10. Research and Development of Web-Based Virtual Online Classroom

    ERIC Educational Resources Information Center

    Yang, Zongkai; Liu, Qingtang

    2007-01-01

    To build a web-based virtual learning environment depends on information technologies, concerns technology supporting learning methods and theories. A web-based virtual online classroom is designed and developed based on learning theories and streaming media technologies. And it is composed of two parts: instructional communicating environment…

  11. Exploring Non-Traditional Learning Methods in Virtual and Real-World Environments

    ERIC Educational Resources Information Center

    Lukman, Rebeka; Krajnc, Majda

    2012-01-01

    This paper identifies the commonalities and differences within non-traditional learning methods regarding virtual and real-world environments. The non-traditional learning methods in real-world have been introduced within the following courses: Process Balances, Process Calculation, and Process Synthesis, and within the virtual environment through…

  12. Designing a Virtual-Reality-Based, Gamelike Math Learning Environment

    ERIC Educational Resources Information Center

    Xu, Xinhao; Ke, Fengfeng

    2016-01-01

    This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…

  13. Learning Relative Motion Concepts in Immersive and Non-Immersive Virtual Environments

    ERIC Educational Resources Information Center

    Kozhevnikov, Michael; Gurlitt, Johannes; Kozhevnikov, Maria

    2013-01-01

    The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop…

  14. Strategies for Increasing the Interactivity of Children's Synchronous Learning in Virtual Environments

    ERIC Educational Resources Information Center

    Katlianik, Ivan

    2013-01-01

    Enabling distant individuals to assemble in one virtual environment, synchronous distance learning appeals to researchers and practitioners alike because of its unique educational opportunities. One of the vital components of successful synchronous distance learning is interactivity. In virtual environments, interactivity is limited by the…

  15. Learning in Virtual Worlds: Results from Two Studies

    ERIC Educational Resources Information Center

    Jestice, Rebecca J.

    2010-01-01

    Virtual worlds are garnering a lot of attention from educators and trainers as a new tool to enhance the effectiveness and efficiency of online learning. Virtual worlds are considered beneficial to the learning process because their unique combination of features and capabilities and their richness allows the employment of new instructional…

  16. Integrating an Awareness of Selfhood and Society into Virtual Learning

    ERIC Educational Resources Information Center

    Stricker, Andrew, Ed.; Calongne, Cynthia, Ed.; Truman, Barbara, Ed.; Arenas, Fil, Ed.

    2017-01-01

    Recent technological advances have opened new platforms for learning and teaching. By utilizing virtual spaces, more educational opportunities are created for students who cannot attend a physical classroom environment. "Integrating an Awareness of Selfhood and Society into Virtual Learning" is a pivotal reference source that discusses…

  17. On Enhancing On-Line Collaboration Using Fuzzy Logic Modeling

    ERIC Educational Resources Information Center

    Hadjileontiadou, Sofia J.; Nikolaidou, Georgia N.; Hadjileontiadis, Leontios J.; Balafoutas, George N.

    2004-01-01

    Web-based collaboration calls for professional skills and competences to the benefit of the quality of the collaboration and its output. Within this framework, educational virtual environments may provide a means for training upon these skills and in particular the collaborative ones. On the basis of the existing technological means such training…

  18. Collaboration, Multi-Tasking and Problem Solving Performance in Shared Virtual Spaces

    ERIC Educational Resources Information Center

    Lin, Lin; Mills, Leila A.; Ifenthaler, Dirk

    2016-01-01

    Collaborative problem-solving is often not a sequential process; instead, it can involve tasking switching or dual tasking (i.e., multitasking) activities in that the collaborators need to shift their attention between the targeted problems and the conversations they carry on with their collaborators. It is not known to what extent the…

  19. Virtual Reference Services.

    ERIC Educational Resources Information Center

    Brewer, Sally

    2003-01-01

    As the need to access information increases, school librarians must create virtual libraries. Linked to reliable reference resources, the virtual library extends the physical collection and library hours and lets students learn to use Web-based resources in a protected learning environment. The growing number of virtual schools increases the need…

  20. A Case Study of the Experiences of Instructors and Students in a Virtual Learning Environment (VLE) with Different Cultural Backgrounds

    ERIC Educational Resources Information Center

    Lim, Keol; Kim, Mi Hwa

    2015-01-01

    The use of virtual learning environments (VLEs) has become more common and educators recognized the potential of VLEs as educational environments. The learning community in VLEs can be a mixture of people from all over the world with different cultural backgrounds. However, despite many studies about the use of virtual environments for learning,…

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