Virtual Education: Guidelines for Using Games Technology
ERIC Educational Resources Information Center
Schofield, Damian
2014-01-01
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…
A Virtual Education: Guidelines for Using Games Technology
ERIC Educational Resources Information Center
Schofield, Damian
2014-01-01
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…
Using SOLO to Evaluate an Educational Virtual Environment in a Technology Education Setting
ERIC Educational Resources Information Center
Padiotis, Ioannis; Mikropoulos, Tassos A.
2010-01-01
The present research investigates the contribution of an interactive educational virtual environment on milk pasteurization to the learning outcomes of 40 students in a technical secondary school using SOLO taxonomy. After the interaction with the virtual environment the majority of the students moved to higher hierarchical levels of understanding…
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…
ERIC Educational Resources Information Center
Standen, P. J.; Brown, D. J.; Cromby, J. J.
2001-01-01
Reviews the use of one type of computer software, virtual environments, for its potential in the education and rehabilitation of people with intellectual disabilities. Topics include virtual environments in special education; transfer of learning; adult learning; the role of the tutor; and future directions, including availability, accessibility,…
ERIC Educational Resources Information Center
Barkand, Jonathan; Kush, Joseph
2009-01-01
Virtual Learning Environments (VLEs) are becoming increasingly popular in online education environments and have multiple pedagogical advantages over more traditional approaches to education. VLEs include 3D worlds where students can engage in simulated learning activities such as Second Life. According to Claudia L'Amoreaux at Linden Lab, "at…
Virtual Environments: Issues and Opportunities for Researching Inclusive Educational Practices
NASA Astrophysics Data System (ADS)
Sheehy, Kieron
This chapter argues that virtual environments offer new research areas for those concerned with inclusive education. Further, it proposes that they also present opportunities for developing increasingly inclusive research processes. This chapter considers how researchers might approach researching some of these affordances. It discusses the relationship between specific features of inclusive pedagogy, derived from an international systematic literature review, and the affordances of different forms of virtual characters and environments. Examples are drawn from research in Second LifeTM (SL), virtual tutors and augmented reality. In doing this, the chapter challenges a simplistic notion of isolated physical and virtual worlds and, in the context of inclusion, between the practice of research and the research topic itself. There are a growing number of virtual worlds in which identified educational activities are taking place, or whose activities are being noted for their educational merit. These encompasses non-themed worlds such as SL and Active Worlds, game based worlds such as World of Warcraft and Runescape, and even Club Penguin, a themed virtual where younger players interact through a variety of Penguin themed environments and activities. It has been argued that these spaces, outside traditional education, are able to offer pedagogical insights (Twining 2009) i.e. that these global virtual communities have been identified as being useful as creative educational environments (Delwiche 2006; Sheehy 2009). This chapter will explore how researchers might use these spaces to investigative and create inclusive educational experiences for learners. In order to do this the chapter considers three interrelated issues: What is inclusive education?; How might inclusive education influence virtual world research? And, what might inclusive education look like in virtual worlds?
Using SecondLife Online Virtual World Technology to Introduce Educators to the Digital Culture
NASA Technical Reports Server (NTRS)
Jamison, John
2008-01-01
The rapidly changing culture resulting from new technologies and digital gaming has created an increasing language gap between traditional educators and today's learners (Natkin, 2006; Seely-Brown, 2000). This study seeks to use the online virtual world of SecondLife.com as a tool to introduce educators to this new environment for learning. This study observes the activities and perceptions of a group of educators given unscripted access to this virtual environment. The results 'suggest that although serious technology limitations do currently exist, the potential of this virtual world environment as a learning experience for educators is strong.
Utilizing Virtual and Personal Learning Environments for Optimal Learning
ERIC Educational Resources Information Center
Terry, Krista, Ed.; Cheney, Amy, Ed.
2016-01-01
The integration of emerging technologies in higher education presents a new set of challenges and opportunities for educators. With a growing need for customized lesson plans in online education, educators are rethinking the design and development of their learning environments. "Utilizing Virtual and Personal Learning Environments for…
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…
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,…
ERIC Educational Resources Information Center
Murphrey, Theresa Pesl; Rutherford, Tracy A.; Doerfert, David L.; Edgar, Leslie D.; Edgar, Don W.
2014-01-01
Educational technology continues to expand with multi-user virtual environments (e.g., Second Life™) being the latest technology. Understanding a virtual environment's usability can enhance educational planning and effective use. Usability includes the interaction quality between an individual and the item being assessed. The purpose was to assess…
ERIC Educational Resources Information Center
Martinez, Guadalupe; Naranjo, Francisco L.; Perez, Angel L.; Suero, Maria Isabel; Pardo, Pedro J.
2011-01-01
This study compared the educational effects of computer simulations developed in a hyper-realistic virtual environment with the educational effects of either traditional schematic simulations or a traditional optics laboratory. The virtual environment was constructed on the basis of Java applets complemented with a photorealistic visual output.…
ERIC Educational Resources Information Center
Barbalios, N.; Ioannidou, I.; Tzionas, P.; Paraskeuopoulos, S.
2013-01-01
This paper introduces a realistic 3D model supported virtual environment for environmental education, that highlights the importance of water resource sharing by focusing on the tragedy of the commons dilemma. The proposed virtual environment entails simulations that are controlled by a multi-agent simulation model of a real ecosystem consisting…
ERIC Educational Resources Information Center
O'Connor, Eileen A.; Domingo, Jelia
2017-01-01
With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to…
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…
ERIC Educational Resources Information Center
Huang, Hsiu-Mei; Liaw, Shu-Sheng; Lai, Chung-Min
2016-01-01
Advanced technologies have been widely applied in medical education, including human-patient simulators, immersive virtual reality Cave Automatic Virtual Environment systems, and video conferencing. Evaluating learner acceptance of such virtual reality (VR) learning environments is a critical issue for ensuring that such technologies are used to…
Pre-Service Teachers' Perspectives on Using Scenario-Based Virtual Worlds in Science Education
ERIC Educational Resources Information Center
Kennedy-Clark, Shannon
2011-01-01
This paper presents the findings of a study on the current knowledge and attitudes of pre-service teachers on the use of scenario-based multi-user virtual environments in science education. The 28 participants involved in the study were introduced to "Virtual Singapura," a multi-user virtual environment, and completed an open-ended questionnaire.…
Virtual environments special needs and evaluative methods.
Brown, D J; Standen, P J; Cobb, S V
1998-01-01
This paper presents an overview of the development of the Learning in Virtual Environments programme (LIVE), carried out in special education over the last four years. It is more precisely a project chronology, so that the reader can sense the historical development of the programme rather than giving emphasis to any one particular feature or breakthrough, which are covered in other papers and available through the authors. The project conception in a special school in Nottingham is followed by a description of the development of experiential and communicational virtual learning environments. These are followed, in turn, by the results of our testing programmes which show that experience gained in a virtual environment can transfer to the real world and that their use can encourage self-directed activity in students with severe learning difficulties. Also included is a discussion of the role of virtual learning environments (VLEs) in special education and of its attributes in the context of contemporary educational theory.
Analysis of Use of Virtual Reality Technologies in History Education: A Case Study
ERIC Educational Resources Information Center
Yildirim, Gürkan; Elban, Mehmet; Yildirim, Serkan
2018-01-01
Today, many innovations have been experienced in technology. These innovations progressively take their places in education environments. Virtual reality environments are among activity areas that have been frequently discussed and used in education environments in the recent years. In this context, this study aimed to determine general opinions…
ERIC Educational Resources Information Center
Dickey, Michele D.
2005-01-01
Three-dimensional virtual worlds are an emerging medium currently being used in both traditional classrooms and for distance education. Three-dimensional (3D) virtual worlds are a combination of desk-top interactive Virtual Reality within a chat environment. This analysis provides an overview of Active Worlds Educational Universe and Adobe…
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,…
ERIC Educational Resources Information Center
Richardson, April; Hazzard, Matthew; Challman, Sandra D.; Morgenstein, Aaron M.; Brueckner, Jennifer K.
2011-01-01
This article describes the emerging role of educational multiuser virtual environments, specifically Second Life[TM], in anatomical sciences education. Virtual worlds promote inquiry-based learning and conceptual understanding, potentially making them applicable for teaching and learning gross anatomy. A short introduction to Second Life as an…
ERIC Educational Resources Information Center
Ehrlich, Justin
2010-01-01
The application of virtual reality is becoming ever more important as technology reaches new heights allowing virtual environments (VE) complete with global illumination. One successful application of virtual environments is educational interventions meant to treat individuals with autism spectrum disorder (ASD). VEs are effective with these…
ERIC Educational Resources Information Center
Dukas, Georg
2009-01-01
Though research in emerging technologies is vital to fulfilling their incredible potential for educational applications, it is often fraught with analytic challenges related to large datasets. This thesis explores these challenges in researching multiuser virtual environments (MUVEs). In a MUVE, users assume a persona and traverse a virtual space…
ERIC Educational Resources Information Center
Lawless-Reljic, Sabine Karine
2010-01-01
Growing interest of educational institutions in desktop 3D graphic virtual environments for hybrid and distance education prompts questions on the efficacy of such tools. Virtual worlds, such as Second Life[R], enable computer-mediated immersion and interactions encompassing multimodal communication channels including audio, video, and text-.…
3D Virtual Learning Environments in Education: A Meta-Review
ERIC Educational Resources Information Center
Reisoglu, I.; Topu, B.; Yilmaz, R.; Karakus Yilmaz, T.; Göktas, Y.
2017-01-01
The aim of this study is to investigate recent empirical research studies about 3D virtual learning environments. A total of 167 empirical studies that involve the use of 3D virtual worlds in education were examined by meta-review. Our findings show that the "Second Life" platform has been frequently used in studies. Among the reviewed…
Establishing a virtual learning environment: a nursing experience.
Wood, Anya; McPhee, Carolyn
2011-11-01
The use of virtual worlds has exploded in popularity, but getting started may not be easy. In this article, the authors, members of the corporate nursing education team at University Health Network, outline their experience with incorporating virtual technology into their learning environment. Over a period of several months, a virtual hospital, including two nursing units, was created in Second Life®, allowing more than 500 nurses to role-play in a safe environment without the fear of making a mistake. This experience has provided valuable insight into the best ways to develop and learn in a virtual environment. The authors discuss the challenges of installing and building the Second Life® platform and provide guidelines for preparing users and suggestions for crafting educational activities. This article provides a starting point for organizations planning to incorporate virtual worlds into their learning environment. Copyright 2011, SLACK Incorporated.
Creation of virtual patients for midwifery education.
Urbanová, Eva; Bašková, Martina; Maskálová, Erika; Kvaltínyová, Eva
2018-07-01
The objective of the study was to create several new, original virtual patients (VPs) in the Slovak language, especially for educational purposes in midwifery. Virtual patients have been created for the needs of university midwifery education in Slovakia. The creation of the six virtual patients basically consisted of three fixed stages: preparation, design and development, implementation into the virtual environment. We used the Open Labyrinth (OL) virtual environment, an open-source system for creating VPs. The VPs include six various scenarios of the most common problems seen in midwifery practice: preterm birth, perinatal loss, gestational diabetes, ineffective breastfeeding, postpartum bleeding and sudden home birth. Currently, six original virtual patients are used in university midwifery education in Slovakia. We use them for contact teaching as well as self-study of students. They present the first VPs in Slovakia and the Czech Republic created in academic settings in these countries. The future perspective of a virtual patient as an interactive process between the student and the medium is that it can deepen and improve learning outcomes, solve specific midwifery issues, and reduce mistakes in the clinical environment. Copyright © 2018 Elsevier Ltd. All rights reserved.
ERIC Educational Resources Information Center
O'Connor, Eileen A.
2015-01-01
Opening with the history, recent advances, and emerging ways to use avatar-based virtual reality, an instructor who has used virtual environments since 2007 shares how these environments bring more options to community building, teaching, and education. With the open-source movement, where the source code for virtual environments was made…
ERIC Educational Resources Information Center
Zhong, Ying
2013-01-01
Virtual worlds are well-suited for building virtual laboratories for educational purposes to complement hands-on physical laboratories. However, educators may face technical challenges because developing virtual worlds requires skills in programming and 3D design. Current virtual world building tools are developed for users who have programming…
Adaptive 3D Virtual Learning Environments--A Review of the Literature
ERIC Educational Resources Information Center
Scott, Ezequiel; Soria, Alvaro; Campo, Marcelo
2017-01-01
New ways of learning have emerged in the last years by using computers in education. For instance, many Virtual Learning Environments have been widely adopted by educators, obtaining promising outcomes. Recently, these environments have evolved into more advanced ones using 3D technologies and taking into account the individual learner needs and…
ERIC Educational Resources Information Center
Thorsteinsson, Gisli
2013-01-01
Running Information and Communication Technologies (ICT) classes using Virtual Learning Environments (VLEs) has become a high priority project for many educational institutions, as it offers opportunities for online education and support for conventional education. However, acquiring and deploying a VLE is a difficult task that concerns teachers'…
Virtual Learning Environments as Sociomaterial Agents in the Network of Teaching Practice
ERIC Educational Resources Information Center
Johannesen, Monica; Erstad, Ola; Habib, Laurence
2012-01-01
This article presents findings related to the sociomaterial agency of educators and their practice in Norwegian education. Using actor-network theory, we ask how Virtual Learning Environments (VLEs) negotiate the agency of educators and how they shape their teaching practice. Since the same kinds of VLE tools have been widely implemented…
Design of Education Methods in a Virtual Environment
ERIC Educational Resources Information Center
Yavich, Roman; Starichenko, Boris
2017-01-01
The purpose of the presented article is to review existing approaches to modern training methods design and to create a variant of its technology in virtual educational environments in order to develop general cultural and professional students' competence in pedagogical education. The conceptual modeling of a set of methods for students' training…
Self- directed learning barriers in a virtual environment: a qualitative study.
Kohan, Noushin; Soltani Arabshahi, Kamran; Mojtahedzadeh, Rita; Abbaszadeh, Abbas; Rakhshani, Tayebeh; Emami, Amirhousein
2017-07-01
There is a growing trend in online education courses in higher education institutes. Previous studies have shown that high levels of self-direction are essential for successful online learning. The present study aims to investigate challenges of and barriers to self-directed virtual-learning among postgraduate students of medical sciences. 23 postgraduate virtual students of medical sciences in Iran, collected through maximum variation purposive sampling and semi-structured interviews, served as the sample of this study. The collected data were analyzed using the inductive content analysis method. Three themes and six sub-themes were identified as barriers to self-directed learning in virtual education, including cognitive barriers (information overload and lack of focus on learning or mind wondering), communication barriers (inadequate coping skills and inadequate writing skills) and educational environment barriers (heavy workload and role ambiguity). By the importance of self-direction in online education, the present study results can be used by virtual education planners in the review and design of courses, so as to adequately equip students, obviate barriers to self-directed virtual education, and ultimately train highly self-directed learners in online medical education.
Utilization of virtual learning environments in the allied health professions.
Butina, Michelle; Brooks, Donna; Dominguez, Paul J; Mahon, Gwendolyn M
2013-01-01
Multiple technology based tools have been used to enhance skill development in allied health education, which now includes virtual learning environments. The purpose of this study was to explore whether, and how, this latest instructional technology is being adapted in allied health education. An online survey was circulated to all Association of Schools of Allied Health Professions (ASAHP) member institutions and focused on three broad areas of virtual learning environments: the uses of, the perceived pros and cons of, and the outcomes of utilizing them. Results show 40% (17 of 42) of the respondent use some form of the technology. The use of virtual learning technology in other healthcare professions (e.g., medicine) demonstrates the potential benefits to allied health education.
NASA Technical Reports Server (NTRS)
Hyde, Patricia R.; Loftin, R. Bowen
1993-01-01
These proceedings are organized in the same manner as the conference's contributed sessions, with the papers grouped by topic area. These areas are as follows: VE (virtual environment) training for Space Flight, Virtual Environment Hardware, Knowledge Aquisition for ICAT (Intelligent Computer-Aided Training) & VE, Multimedia in ICAT Systems, VE in Training & Education (1 & 2), Virtual Environment Software (1 & 2), Models in ICAT systems, ICAT Commercial Applications, ICAT Architectures & Authoring Systems, ICAT Education & Medical Applications, Assessing VE for Training, VE & Human Systems (1 & 2), ICAT Theory & Natural Language, ICAT Applications in the Military, VE Applications in Engineering, Knowledge Acquisition for ICAT, and ICAT Applications in Aerospace.
Virtual Reality in Schools: The Ultimate Educational Technology.
ERIC Educational Resources Information Center
Reid, Robert D.; Sykes, Wylmarie
1999-01-01
Discusses the use of virtual reality as an educational tool. Highlights include examples of virtual reality in public schools that lead to a more active learning process, simulated environments, integrating virtual reality into any curriculum, benefits to teachers and students, and overcoming barriers to implementation. (LRW)
Usability Evaluation of an Adaptive 3D Virtual Learning Environment
ERIC Educational Resources Information Center
Ewais, Ahmed; De Troyer, Olga
2013-01-01
Using 3D virtual environments for educational purposes is becoming attractive because of their rich presentation and interaction capabilities. Furthermore, dynamically adapting the 3D virtual environment to the personal preferences, prior knowledge, skills and competence, learning goals, and the personal or (social) context in which the learning…
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…
ERIC Educational Resources Information Center
Nelson, Brian C.; Erlandson, Benjamin E.
2008-01-01
In this paper, we explore how the application of multimedia design principles may inform the development of educational multi-user virtual environments (MUVEs). We look at design principles that have been shown to help learners manage cognitive load within multimedia environments and conduct a conjectural analysis of the extent to which such…
Virtual Reality: Emerging Applications and Future Directions
ERIC Educational Resources Information Center
Ludlow, Barbara L.
2015-01-01
Virtual reality is an emerging technology that has resulted in rapid expansion in the development of virtual immersive environments for use as educational simulations in schools, colleges and universities. This article presents an overview of virtual reality, describes a number of applications currently being used by special educators for…
ERIC Educational Resources Information Center
Zuiker, Steven J.
2012-01-01
As a global cyberinfrastructure, the Internet makes authentic digital problem spaces like educational virtual environments (EVEs) available to a wide range of classrooms, schools and education systems operating under different circumstantial, practical, social and cultural conditions. And yet, if the makers and users of EVEs both have a hand in…
Avatars Go to Class: A Virtual Environment Soil Science Activity
ERIC Educational Resources Information Center
Mamo, M.; Namuth-Covert, D.; Guru, A.; Nugent, G.; Phillips, L.; Sandall, L.; Kettler, T.; McCallister, D.
2011-01-01
Web 2.0 technology is expanding rapidly from social and gaming uses into the educational applications. Specifically, the multi-user virtual environment (MUVE), such as SecondLife, allows educators to fill the gap of first-hand experience by creating simulated realistic evolving problems/games. In a pilot study, a team of educators at the…
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…
Use and Mastery of Virtual Learning Environment in Brazilian Open University
ERIC Educational Resources Information Center
Gomez, Margarita Victoria
2014-01-01
This paper describes and analyses the dynamics of the use and/or mastery of Virtual Learning Environments (VLEs) by educators and students Open University, important part of the Brazilian Educational System. A questionnaire with 32 items was answered by 174 students/instructors/coordinators of the Media in Education and Physics courses, of two…
ERIC Educational Resources Information Center
Oassim-Al-shboul, Oassim Mahmoud; Sabiote, Clemente Rodriguez; Álvarez-Rodríguez, José
2015-01-01
The goal of this study is to determine the perceptions that the teaching staff of the Faculty of Education at University of Al-Yarmouk (Jordan) have of the implementation of distance learning in virtual environments, more specifically, the professors' opinion of the potential and limitations of this educational strategy. To fulfil this goal, we…
The Modeling of Virtual Environment Distance Education
NASA Astrophysics Data System (ADS)
Xueqin, Chang
This research presented a virtual environment that integrates in a virtual mockup services available in a university campus for students and teachers communication in different actual locations. Advantages of this system include: the remote access to a variety of services and educational tools, the representation of real structures and landscapes in an interactive 3D model that favors localization of services and preserves the administrative organization of the university. For that, the system was implemented a control access for users and an interface to allow the use of previous educational equipments and resources not designed for distance education mode.
The Influence of Virtual Learning Environments in Students' Performance
ERIC Educational Resources Information Center
Alves, Paulo; Miranda, Luísa; Morais, Carlos
2017-01-01
This paper focuses mainly on the relation between the use of a virtual learning environment (VLE) and students' performance. Therefore, virtual learning environments are characterised and a study is presented emphasising the frequency of access to a VLE and its relation with the students' performance from a public higher education institution…
Full Immersive Virtual Environment Cave[TM] in Chemistry Education
ERIC Educational Resources Information Center
Limniou, M.; Roberts, D.; Papadopoulos, N.
2008-01-01
By comparing two-dimensional (2D) chemical animations designed for computer's desktop with three-dimensional (3D) chemical animations designed for the full immersive virtual reality environment CAVE[TM] we studied how virtual reality environments could raise student's interest and motivation for learning. By using the 3ds max[TM], we can visualize…
Temporal Issues in the Design of Virtual Learning Environments.
ERIC Educational Resources Information Center
Bergeron, Bryan; Obeid, Jihad
1995-01-01
Describes design methods used to influence user perception of time in virtual learning environments. Examines the use of temporal cues in medical education and clinical competence testing. Finds that user perceptions of time affects user acceptance, ease of use, and the level of realism of a virtual learning environment. Contains 51 references.…
Virtual Environments Supporting Learning and Communication in Special Needs Education
ERIC Educational Resources Information Center
Cobb, Sue V. G.
2007-01-01
Virtual reality (VR) describes a set of technologies that allow users to explore and experience 3-dimensional computer-generated "worlds" or "environments." These virtual environments can contain representations of real or imaginary objects on a small or large scale (from modeling of molecular structures to buildings, streets, and scenery of a…
ERIC Educational Resources Information Center
Thorsteinsson, Gisli; Page, Tom
2007-01-01
Innovation Education (IE) is a new subject area in Icelandic schools. The aim of the subject is to train students to identify the needs and problems in their environment and to develop solutions: a process of ideation. This activity has been classroom based but now a Virtual Reality Learning Environment technology (VRLE) has been designed to…
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…
ERIC Educational Resources Information Center
Coban, Murat; Karakus, Turkan; Karaman, Asiye; Gunay, Fatma; Goktas, Yuksel
2015-01-01
Research into virtual worlds demonstrates that to successfully use virtual world platforms in different disciplines, certain limitations and potential difficulties of these platforms must be overcome. The current study extends previous research by investigating problems in integrating virtual worlds in education with a longitudinal observation of…
On Being Bored and Lost (in Virtuality)
ERIC Educational Resources Information Center
Moore, Kristen; Pflugfelder, Ehren Helmut
2010-01-01
Education in virtual worlds has the potential, it seems, for engaging students in innovative ways and for enabling new discourses on a host of issues. Virtual locations like "Second Life," "Kaneva," or "World of Warcraft," among other multi-user virtual environments (MUVEs), also come with unique challenges for educators as they consider the…
Education about Hallucinations Using an Internet Virtual Reality System: A Qualitative Survey
ERIC Educational Resources Information Center
Yellowlees, Peter M.; Cook, James N.
2006-01-01
Objective: The authors evaluate an Internet virtual reality technology as an education tool about the hallucinations of psychosis. Method: This is a pilot project using Second Life, an Internet-based virtual reality system, in which a virtual reality environment was constructed to simulate the auditory and visual hallucinations of two patients…
Self- directed learning barriers in a virtual environment: a qualitative study
KOHAN, NOUSHIN; SOLTANI ARABSHAHI, KAMRAN; MOJTAHEDZADEH, RITA; ABBASZADEH, ABBAS; RAKHSHANI, TAYEBEH; EMAMI, AMIRHOUSEIN
2017-01-01
Introduction: There is a growing trend in online education courses in higher education institutes. Previous studies have shown that high levels of self-direction are essential for successful online learning. The present study aims to investigate challenges of and barriers to self-directed virtual-learning among postgraduate students of medical sciences. Method: 23 postgraduate virtual students of medical sciences in Iran, collected through maximum variation purposive sampling and semi-structured interviews, served as the sample of this study. The collected data were analyzed using the inductive content analysis method. Results: Three themes and six sub-themes were identified as barriers to self-directed learning in virtual education, including cognitive barriers (information overload and lack of focus on learning or mind wondering), communication barriers (inadequate coping skills and inadequate writing skills) and educational environment barriers (heavy workload and role ambiguity). Conclusion: By the importance of self-direction in online education, the present study results can be used by virtual education planners in the review and design of courses, so as to adequately equip students, obviate barriers to self-directed virtual education, and ultimately train highly self-directed learners in online medical education. PMID:28761885
A DBR Framework for Designing Mobile Virtual Reality Learning Environments
ERIC Educational Resources Information Center
Cochrane, Thomas Donald; Cook, Stuart; Aiello, Stephen; Christie, Duncan; Sinfield, David; Steagall, Marcus; Aguayo, Claudio
2017-01-01
This paper proposes a design based research (DBR) framework for designing mobile virtual reality learning environments. The application of the framework is illustrated by two design-based research projects that aim to develop more authentic educational experiences and learner-centred pedagogies in higher education. The projects highlight the first…
Techtalk: "Second Life" and Developmental Education
ERIC Educational Resources Information Center
Burgess, Melissa L.; Caverly, David C.
2009-01-01
In our previous two columns, we discussed the potential for using blogs and wikis with developmental education (DE) students. Another Web 2.0 technology, virtual environments like "Second Life", provides a virtual world where residents create avatars (three-dimensional [3-D] self-representations) and navigate around an online environment (Caverly,…
PGDnet: A New Problem-Solving Virtual Learning Environment
ERIC Educational Resources Information Center
Gomez, Emilio; Rodriguez-Marciel, Cristina
2012-01-01
The purpose of this paper was to provide information about the virtual learning environment known as PGDnet (the Spanish acronym for "Plataforma de Gestion Docente" or Educational Management Platform in English), which was developed by the innovative education group at the Technical University of Madrid known as "Nuevas metodologias…
Linking Immersive Virtual Field Trips with an Adaptive Learning Platform
NASA Astrophysics Data System (ADS)
Bruce, G.; Taylor, W.; Anbar, A. D.; Semken, S. C.; Buxner, S.; Mead, C.; El-Moujaber, E.; Summons, R. E.; Oliver, C.
2016-12-01
The use of virtual environments in science education has been constrained by the difficulty of guiding a learner's actions within the those environments. In this work, we demonstrate how advances in education software technology allow educators to create interactive learning experiences that respond and adapt intelligently to learner input within the virtual environment. This innovative technology provides a far greater capacity for delivering authentic inquiry-driven educational experiences in unique settings from around the world. Our immersive virtual field trips (iVFT) bring students virtually to geologically significant but inaccessible environments, where they learn through authentic practices of scientific inquiry. In one recent example, students explore the fossil beds in Nilpena, South Australia to learn about the Ediacaran fauna. Students interactively engage in 360° recreations of the environment, uncover the nature of the historical ecosystem by identifying fossils with a dichotomous key, explore actual fossil beds in high resolution imagery, and reconstruct what an ecosystem might have looked like millions of years ago in an interactive simulation. With the new capacity to connect actions within the iVFT to an intelligent tutoring system, these learning experiences can be tracked, guided, and tailored individually to the immediate actions of the student. This new capacity also has great potential for learning designers to take a data-driven approach to lesson improvement and for education researchers to study learning in virtual environments. Thus, we expect iVFT will be fertile ground for novel research. Such iVFT are currently in use in several introductory classes offered online at Arizona State University in anthropology, introductory biology, and astrobiology, reaching thousands of students to date. Drawing from these experiences, we are designing a curriculum for historical geology that will be built around iVFT-based exploration of Earth history.
ERIC Educational Resources Information Center
Thomas, Wayne W.; Boechler, Patricia M.
2014-01-01
With teachers taking more interest in utilizing 3D virtual environments for educational purposes, research is needed to understand how learners perceive and process information within virtual environments (Eschenbrenner, Nah, & Siau, 2008). In this study, the authors sought to determine if learning style or digital literacy predict incidental…
ERIC Educational Resources Information Center
Bakas, Christos; Mikropoulos, Tassos A.
2003-01-01
Explains the design and development of an educational virtual environment to support the teaching of planetary phenomena, particularly the movements of Earth and the sun, day and night cycle, and change of seasons. Uses an interactive, three-dimensional (3D) virtual environment. Initial results show that the majority of students enthused about…
Shared virtual environments for aerospace training
NASA Technical Reports Server (NTRS)
Loftin, R. Bowen; Voss, Mark
1994-01-01
Virtual environments have the potential to significantly enhance the training of NASA astronauts and ground-based personnel for a variety of activities. A critical requirement is the need to share virtual environments, in real or near real time, between remote sites. It has been hypothesized that the training of international astronaut crews could be done more cheaply and effectively by utilizing such shared virtual environments in the early stages of mission preparation. The Software Technology Branch at NASA's Johnson Space Center has developed the capability for multiple users to simultaneously share the same virtual environment. Each user generates the graphics needed to create the virtual environment. All changes of object position and state are communicated to all users so that each virtual environment maintains its 'currency.' Examples of these shared environments will be discussed and plans for the utilization of the Department of Defense's Distributed Interactive Simulation (DIS) protocols for shared virtual environments will be presented. Finally, the impact of this technology on training and education in general will be explored.
A Theoretical Framework for a Virtual Diabetes Self-Management Community Intervention
Vorderstrasse, Allison; Shaw, Ryan J.; Blascovich, Jim; Johnson, Constance M.
2015-01-01
Due to its high prevalence, chronic nature, potential complications, and self-management challenges for patients, diabetes presents significant health education and support issues. We developed and pilot-tested a virtual community for adults with type 2 diabetes to promote self-management education and provide social support. Although digital-based programs such as virtual environments can address significant barriers to reaching patients (i.e., child care, transportation, location), they must be strongly grounded in a theoretical basis to be well-developed and effective. In this article, we discuss how we synthesized behavioral and virtual environment theoretical frameworks to guide the development of SLIDES (Second Life Impacts Diabetes Education and Support). PMID:24451083
A theoretical framework for a virtual diabetes self-management community intervention.
Vorderstrasse, Allison; Shaw, Ryan J; Blascovich, Jim; Johnson, Constance M
2014-10-01
Due to its high prevalence, chronic nature, potential complications, and self-management challenges for patients, diabetes presents significant health education and support issues. We developed and pilot-tested a virtual community for adults with type 2 diabetes to promote self-management education and provide social support. Although digital-based programs such as virtual environments can address significant barriers to reaching patients (i.e., child care, transportation, location), they must be strongly grounded in a theoretical basis to be well-developed and effective. In this article, we discuss how we synthesized behavioral and virtual environment theoretical frameworks to guide the development of SLIDES (Second Life Impacts Diabetes Education and Support). © The Author(s) 2014.
Virtual Reality: A New Learning Environment.
ERIC Educational Resources Information Center
Ferrington, Gary; Loge, Kenneth
1992-01-01
Discusses virtual reality (VR) technology and its possible uses in military training, medical education, industrial design and development, the media industry, and education. Three primary applications of VR in the learning process--visualization, simulation, and construction of virtual worlds--are described, and pedagogical and moral issues are…
ERIC Educational Resources Information Center
Hollyhead, Andrew; Edwards, David J.; Holt, Gary D.
2012-01-01
Grounded theory is used to examine the role and application of both educator-led and student-led forums within a virtual learning environment (VLE) of a higher education institution (HEI). The study reports experiences and perceptions of academics in two faculties (business and technology) in the HEI who use both asynchronous VLE forums and social…
The Use of 3D Virtual Learning Environments in Training Foreign Language Pre-Service Teachers
ERIC Educational Resources Information Center
Can, Tuncer; Simsek, Irfan
2015-01-01
The recent developments in computer and Internet technologies and in three dimensional modelling necessitates the new approaches and methods in the education field and brings new opportunities to the higher education. The Internet and virtual learning environments have changed the learning opportunities by diversifying the learning options not…
PROVIDE: A Pedagogical Reference Oracle for Virtual IntegrateD E-ducation
ERIC Educational Resources Information Center
Narasimhan, V. Lakshmi; Zhao, Shuxin; Liang, Hailong; Zhang, Shuangyi
2006-01-01
This paper presents an interactive educational environment for use over both "in situ" and distance-based modalities of teaching. Several technological issues relating to the design and development of the distributed virtual learning environment have also been raised. The PROVIDE framework proposed in this paper is a seamless distributed…
Virtual Learning Environments in Teacher Education: A Journal, a Journey
ERIC Educational Resources Information Center
Clarke, Linda
2013-01-01
Virtual Learning Environments (VLEs) in teacher education have a short history which is little longer than that of this journal. Twenty years ago they were the province of early adopters only and limited to email and, more unusually, asynchronous conferencing. Today, VLEs are widespread and mainstream, sophisticated and officially sanctioned…
ERIC Educational Resources Information Center
Scoresby, Jon; Shelton, Brett E.
2011-01-01
The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by factors of game content and differences in viewing perspectives. This study is a qualitative…
Building a Virtual Environment for Diabetes Self-Management Education and Support
Johnson, Constance; Feenan, Kevin; Setliff, Glenn; Pereira, Katherine; Hassell, Nancy; Beresford, Henry F.; Epps, Shelly; Nicollerat, Janet; Tatum, William; Feinglos, Mark; Vorderstrasse, Allison
2015-01-01
The authors developed an immersive diabetes community to provide diabetes self-management education and support for adults with type 2 diabetes. In this article the authors describe the procedures used to develop this virtual environment (VE). Second Life Impacts Diabetes Education & Self-Management (SLIDES), the VE for our diabetes community was built in Second Life. Social Cognitive Theory, behavioral principles and key aspects of virtual environments related to usability were applied in the development in this VE. Collaboration between researchers, clinicians and information technology (IT) specialists occurred throughout the development process. An interactive community was successfully built and utilized to provide diabetes self-management education and support. VEs for health applications may be innovative and enticing, yet it must be kept in mind that there are substantial effort, expertise, and usability factors that must be considered in the development of these environments for health care consumers. PMID:25699133
Virtual Learning Environments.
ERIC Educational Resources Information Center
Follows, Scott B.
1999-01-01
Illustrates the possibilities and educational benefits of virtual learning environments (VLEs), based on experiences with "Thirst for Knowledge," a VLE that simulates the workplace of a major company. While working in this virtual office world, students walk through the building, attend meetings, read reports, receive e-mail, answer the telephone,…
Maidenbaum, Shachar; Levy-Tzedek, Shelly; Chebat, Daniel-Robert; Amedi, Amir
2013-01-01
Virtual worlds and environments are becoming an increasingly central part of our lives, yet they are still far from accessible to the blind. This is especially unfortunate as such environments hold great potential for them for uses such as social interaction, online education and especially for use with familiarizing the visually impaired user with a real environment virtually from the comfort and safety of his own home before visiting it in the real world. We have implemented a simple algorithm to improve this situation using single-point depth information, enabling the blind to use a virtual cane, modeled on the “EyeCane” electronic travel aid, within any virtual environment with minimal pre-processing. Use of the Virtual-EyeCane, enables this experience to potentially be later used in real world environments with identical stimuli to those from the virtual environment. We show the fast-learned practical use of this algorithm for navigation in simple environments. PMID:23977316
Virtual collaboration in the online educational setting: a concept analysis.
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.
Virtual Environments in Biology Teaching
ERIC Educational Resources Information Center
Mikropoulos, Tassos A.; Katsikis, Apostolos; Nikolou, Eugenia; Tsakalis, Panayiotis
2003-01-01
This article reports on the design, development and evaluation of an educational virtual environment for biology teaching. In particular it proposes a highly interactive three-dimensional synthetic environment involving certain learning tasks for the support of teaching plant cell biology and the process of photosynthesis. The environment has been…
ERIC Educational Resources Information Center
Annetta, Leonard; Klesath, Marta; Meyer, John
2009-01-01
A 3-D virtual field trip was integrated into an online college entomology course and developed as a trial for the possible incorporation of future virtual environments to supplement online higher education laboratories. This article provides an explanation of the rationale behind creating the virtual experience, the Bug Farm; the method and…
Virtual Reality and Special Needs
ERIC Educational Resources Information Center
Jeffs, Tara L.
2009-01-01
The use of virtual environments for special needs is as diverse as the field of Special Education itself and the individuals it serves. Individuals with special needs often face challenges with attention, language, spatial abilities, memory, higher reasoning and knowledge acquisition. Research in the use of Virtual Learning Environments (VLE)…
Pedagogical Intercultural Practice of Teachers in Virtual Environments
ERIC Educational Resources Information Center
Barreto, Carmen Ricardo; Haydar, Jorge Mizzuno
2016-01-01
This study presents some of the results of the project "Training and Development of Intercultural Competency of Teachers in Virtual Environments", carried out in ten Colombian Caribbean higher education institutions (HEI) offering virtual programs. It was performed in three steps: 1-diagnosis, 2-training, and 3-analysis of the…
ERIC Educational Resources Information Center
Casquero, Oskar; Ovelar, Ramón; Romo, Jesús; Benito, Manuel; Alberdi, Mikel
2016-01-01
The main objective of this paper is to analyse the effect of the affordances of a virtual learning environment and a personal learning environment (PLE) in the configuration of the students' personal networks in a higher education context. The results are discussed in light of the adaptation of the students to the learning network made up by two…
ERIC Educational Resources Information Center
Allison, John
2008-01-01
This paper will undertake a critical review of the impact of virtual reality tools on the teaching of history. Virtual reality is useful in several different ways. History educators, elementary and secondary school teachers and professors, can all profit from the digital environment. Challenges arise quickly however. Virtual reality technologies…
Theoretical Bases for Using Virtual Reality in Education
ERIC Educational Resources Information Center
Chen, Chwen Jen
2009-01-01
This article elaborates on how the technical capabilities of virtual reality support the constructivist learning principles. It introduces VRID, a model for instructional design and development that offers explicit guidance on how to produce an educational virtual environment. The define phase of VRID consists of three main tasks: forming a…
ERIC Educational Resources Information Center
Cassidy, Simon
2016-01-01
Virtual learning environments (VLE) have become a standard feature of most courses in higher education, offering the potential to facilitate and improve teaching and learning. Whilst there is an implicit assumption that VLEs benefit student learning, much of the evidence originates from direct questioning of students about their satisfaction with…
Virtual Environment Interpersonal Trust Scale: Validity and Reliability Study
ERIC Educational Resources Information Center
Usta, Ertugrul
2012-01-01
The purpose of this study is in the process of interpersonal communication in virtual environments is available from the trust problem is to develop a measurement tool. Trust in the process of distance education today, and has been a factor to be investigated. People, who take distance education course, they could may remain within the process…
The Virtual Learning Environment ROODA: An Institutional Project of Long Distance Education
ERIC Educational Resources Information Center
Behar, Patricia Alejandra; Leite, Silvia Meirelles
2006-01-01
This article describes ROODA (http://www.homer.nuted.edu.ufrgs.br), a virtual learning environment and one of the official Long Distance Education platforms that has been in use since 2005 at the Federal University of Rio Grande do Sul (UFRGS), Porto Alegre, Brazil. It is free software that integrates syncronous and assyncronous…
ERIC Educational Resources Information Center
Sohn, Johannah Eve
2014-01-01
This descriptive case study explores the implementation of a multi-user virtual environment (MUVE) in a Jewish supplemental school setting. The research was conducted to present the recollections and reflections of three constituent populations of a new technology exploring constructivist education in the context of supplemental and online…
Creating and Nurturing a Community of Practice for Language Teachers in Higher Education
ERIC Educational Resources Information Center
MacKinnon, Teresa
2013-01-01
This case study investigates the implementation of a virtual learning environment designed for language teachers for an institution-wide language programme in a UK higher education institution. This development has taken place over a 3 year period and included a pilot virtual learning environment for 300, followed by a full implementation to more…
NASA Technical Reports Server (NTRS)
1994-01-01
This symposium on measurement and control in robotics included sessions on: (1) rendering, including tactile perception and applied virtual reality; (2) applications in simulated medical procedures and telerobotics; (3) tracking sensors in a virtual environment; (4) displays for virtual reality applications; (5) sensory feedback including a virtual environment application with partial gravity simulation; and (6) applications in education, entertainment, technical writing, and animation.
Lorenz, D; Armbruster, W; Vogelgesang, C; Hoffmann, H; Pattar, A; Schmidt, D; Volk, T; Kubulus, D
2016-09-01
Chief emergency physicians are regarded as an important element in the care of the injured and sick following mass casualty accidents. Their education is very theoretical; practical content in contrast often falls short. Limitations are usually the very high costs of realistic (large-scale) exercises, poor reproducibility of the scenarios, and poor corresponding results. To substantially improve the educational level because of the complexity of mass casualty accidents, modified training concepts are required that teach the not only the theoretical but above all the practical skills considerably more intensively than at present. Modern training concepts should make it possible for the learner to realistically simulate decision processes. This article examines how interactive virtual environments are applicable for the education of emergency personnel and how they could be designed. Virtual simulation and training environments offer the possibility of simulating complex situations in an adequately realistic manner. The so-called virtual reality (VR) used in this context is an interface technology that enables free interaction in addition to a stereoscopic and spatial representation of virtual large-scale emergencies in a virtual environment. Variables in scenarios such as the weather, the number wounded, and the availability of resources, can be changed at any time. The trainees are able to practice the procedures in many virtual accident scenes and act them out repeatedly, thereby testing the different variants. With the aid of the "InSitu" project, it is possible to train in a virtual reality with realistically reproduced accident situations. These integrated, interactive training environments can depict very complex situations on a scale of 1:1. Because of the highly developed interactivity, the trainees can feel as if they are a direct part of the accident scene and therefore identify much more with the virtual world than is possible with desktop systems. Interactive, identifiable, and realistic training environments based on projector systems could in future enable a repetitive exercise with changes within a decision tree, in reproducibility, and within different occupational groups. With a hard- and software environment numerous accident situations can be depicted and practiced. The main expense is the creation of the virtual accident scenes. As the appropriate city models and other three-dimensional geographical data are already available, this expenditure is very low compared with the planning costs of a large-scale exercise.
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.
ERIC Educational Resources Information Center
Triggs, Riley; Jarmon, Leslie; Villareal, Tracy A.
2010-01-01
Virtual environments can resolve many practical and pedagogical challenges within higher education. Economic considerations, accessibility issues, and safety concerns can all be somewhat alleviated by creating learning activities in a virtual space. Because of the removal of real-world physical limitations like gravity, durability and scope,…
A Virtual World Workshop Environment for Learning Agile Software Development Techniques
ERIC Educational Resources Information Center
Parsons, David; Stockdale, Rosemary
2012-01-01
Multi-User Virtual Environments (MUVEs) are the subject of increasing interest for educators and trainers. This article reports on a longitudinal project that seeks to establish a virtual agile software development workshop hosted in the Open Wonderland MUVE, designed to help learners to understand the basic principles of some core agile software…
Pre-Service Teachers Designing Virtual World Learning Environments
ERIC Educational Resources Information Center
Jacka, Lisa; Booth, Kate
2012-01-01
Integrating Information Technology Communications in the classroom has been an important part of pre-service teacher education for over a decade. The advent of virtual worlds provides the pre-service teacher with an opportunity to study teaching and learning in a highly immersive 3D computer-based environment. Virtual worlds also provide a place…
Walk, Fly, or Teleport to Learning: Virtual Worlds in the Classroom
ERIC Educational Resources Information Center
Yoder, Maureen Brown
2009-01-01
For educators looking for new ways to engage their students, multiuser virtual environments (MUVEs) offer a great opportunity for creative teaching and learning. MUVEs teach students social, technical, and practical life skills in a setting that is engaging and playful. One might be surprised how much these virtual environments teach students…
Modeling Pedagogy for Teachers Transitioning to the Virtual Classroom
ERIC Educational Resources Information Center
Canuel, Michael J.; White, Beverley J.
2014-01-01
This study is a review of the creation and evolution of a professional development program modeled on social constructivist principles and designed for online educators in a virtual high school who transitioned from the conventional classroom to the virtual educational environment. The narrative inquiry focuses on the critical events within the…
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…
ERIC Educational Resources Information Center
Kapralos, Bill; Hogan, Michelle; Pribetic, Antonin I.; Dubrowski, Adam
2011-01-01
Purpose: Gaming and interactive virtual simulation environments support a learner-centered educational model allowing learners to work through problems acquiring knowledge through an active, experiential learning approach. To develop effective virtual simulations and serious games, the views and perceptions of learners and educators must be…
Antoniou, Panagiotis E; Athanasopoulou, Christina A; Dafli, Eleni
2014-01-01
Background Since their inception, virtual patients have provided health care educators with a way to engage learners in an experience simulating the clinician’s environment without danger to learners and patients. This has led this learning modality to be accepted as an essential component of medical education. With the advent of the visually and audio-rich 3-dimensional multi-user virtual environment (MUVE), a new deployment platform has emerged for educational content. Immersive, highly interactive, multimedia-rich, MUVEs that seamlessly foster collaboration provide a new hotbed for the deployment of medical education content. Objective This work aims to assess the suitability of the Second Life MUVE as a virtual patient deployment platform for undergraduate dental education, and to explore the requirements and specifications needed to meaningfully repurpose Web-based virtual patients in MUVEs. Methods Through the scripting capabilities and available art assets in Second Life, we repurposed an existing Web-based periodontology virtual patient into Second Life. Through a series of point-and-click interactions and multiple-choice queries, the user experienced a specific periodontology case and was asked to provide the optimal responses for each of the challenges of the case. A focus group of 9 undergraduate dentistry students experienced both the Web-based and the Second Life version of this virtual patient. The group convened 3 times and discussed relevant issues such as the group’s computer literacy, the assessment of Second Life as a virtual patient deployment platform, and compared the Web-based and MUVE-deployed virtual patients. Results A comparison between the Web-based and the Second Life virtual patient revealed the inherent advantages of the more experiential and immersive Second Life virtual environment. However, several challenges for the successful repurposing of virtual patients from the Web to the MUVE were identified. The identified challenges for repurposing of Web virtual patients to the MUVE platform from the focus group study were (1) increased case complexity to facilitate the user’s gaming preconception in a MUVE, (2) necessity to decrease textual narration and provide the pertinent information in a more immersive sensory way, and (3) requirement to allow the user to actuate the solutions of problems instead of describing them through narration. Conclusions For a successful systematic repurposing effort of virtual patients to MUVEs such as Second Life, the best practices of experiential and immersive game design should be organically incorporated in the repurposing workflow (automated or not). These findings are pivotal in an era in which open educational content is transferred to and shared among users, learners, and educators of various open repositories/environments. PMID:24927470
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.
ERIC Educational Resources Information Center
Zhu, Chang; Van Winkel, Lies
2016-01-01
Research has shown that the continuation of education by chronically ill adolescents is an important way to avoid social isolation, psychosocial problems and the accumulation of learning difficulties. In this light, virtual learning environments (VLEs), which connect sick adolescents to their schools, play an important role in ensuring that the…
Validation of virtual reality as a tool to understand and prevent child pedestrian injury.
Schwebel, David C; Gaines, Joanna; Severson, Joan
2008-07-01
In recent years, virtual reality has emerged as an innovative tool for health-related education and training. Among the many benefits of virtual reality is the opportunity for novice users to engage unsupervised in a safe environment when the real environment might be dangerous. Virtual environments are only useful for health-related research, however, if behavior in the virtual world validly matches behavior in the real world. This study was designed to test the validity of an immersive, interactive virtual pedestrian environment. A sample of 102 children and 74 adults was recruited to complete simulated road-crossings in both the virtual environment and the identical real environment. In both the child and adult samples, construct validity was demonstrated via significant correlations between behavior in the virtual and real worlds. Results also indicate construct validity through developmental differences in behavior; convergent validity by showing correlations between parent-reported child temperament and behavior in the virtual world; internal reliability of various measures of pedestrian safety in the virtual world; and face validity, as measured by users' self-reported perception of realism in the virtual world. We discuss issues of generalizability to other virtual environments, and the implications for application of virtual reality to understanding and preventing pediatric pedestrian injuries.
A Framework for Web-Based Interprofessional Education for Midwifery and Medical Students.
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.
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…
Adaptive User Model for Web-Based Learning Environment.
ERIC Educational Resources Information Center
Garofalakis, John; Sirmakessis, Spiros; Sakkopoulos, Evangelos; Tsakalidis, Athanasios
This paper describes the design of an adaptive user model and its implementation in an advanced Web-based Virtual University environment that encompasses combined and synchronized adaptation between educational material and well-known communication facilities. The Virtual University environment has been implemented to support a postgraduate…
Issues in E-Research: Log In/Out Virtual Fields
ERIC Educational Resources Information Center
Pangeni, Shesha Kanta
2017-01-01
Evolution of technology and its tremendous use in education has changed the ways of educational services in higher education around the world. There is worldwide access to higher education through virtual learning environments. This is a new avenue for 21st century education and within a short time, it has been able to establish new culture of…
Interaction Design and Usability of Learning Spaces in 3D Multi-user Virtual Worlds
NASA Astrophysics Data System (ADS)
Minocha, Shailey; Reeves, Ahmad John
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web, which users can 'inhabit' and interact via their own graphical, self-representations known as 'avatars'. 3D virtual worlds are being used in many applications: education/training, gaming, social networking, marketing and commerce. Second Life is the most widely used 3D virtual world in education. However, problems associated with usability, navigation and way finding in 3D virtual worlds may impact on student learning and engagement. Based on empirical investigations of learning spaces in Second Life, this paper presents design guidelines to improve the usability and ease of navigation in 3D spaces. Methods of data collection include semi-structured interviews with Second Life students, educators and designers. The findings have revealed that design principles from the fields of urban planning, Human- Computer Interaction, Web usability, geography and psychology can influence the design of spaces in 3D multi-user virtual environments.
ERIC Educational Resources Information Center
Warburton, Steven
2009-01-01
"Second Life" (SL) is currently the most mature and popular multi-user virtual world platform being used in education. Through an in-depth examination of SL, this article explores its potential and the barriers that multi-user virtual environments present to educators wanting to use immersive 3-D spaces in their teaching. The context is set by…
2014-01-01
Virtual worlds (VWs), in which participants navigate as avatars through three-dimensional, computer-generated, realistic-looking environments, are emerging as important new technologies for distance health education. However, there is relatively little documented experience using VWs for international healthcare training. The Geneva Foundation for Medical Education and Research (GFMER) conducted a VW training for healthcare professionals enrolled in a GFMER training course. This paper describes the development, delivery, and results of a pilot project undertaken to explore the potential of VWs as an environment for distance healthcare education for an international audience that has generally limited access to conventionally delivered education. PMID:24555833
ERIC Educational Resources Information Center
Frank, Christine; Kassanke, Stephan; Suhl, Leena
This paper addresses the importance of assessing and realizing students' needs and expectations while developing a virtual learning environment (VLE). The project Virtual OR/MS is funded by the Federal Ministry of Education and Research of the German Government. It involves seven German partners from six universities. The goal of the project…
ERIC Educational Resources Information Center
Sadler, Randall
2012-01-01
This book focuses on one area in the field of Computer-Mediated Communication that has recently exploded in popularity--Virtual Worlds. Virtual Worlds are online multiplayer three-dimensional environments where avatars represent their real world counterparts. In particular, this text explores the potential for these environments to be used for…
A Study of Faculty's Role in a Virtual Environment in Iran
ERIC Educational Resources Information Center
Kian, Maryam
2014-01-01
"Faculty" is one element of virtual education curricula that facilitates the learning process. However, the lack of physical presence has led to a need to redefine the faculty role. This qualitative study considered the changing roles of faculty in virtual environments in universities in Iran. The main question was What role(s) do…
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'…
Offering a Framework for Value Co-Creation in Virtual Academic Learning Environments
ERIC Educational Resources Information Center
Ranjbarfard, Mina; Heidari Sureshjani, Mahboobeh
2018-01-01
Purpose: This research aims to convert the traditional teacher-student models, in which teachers determine the learning resources, into a flexible structure and an active learning environment so that students can participate in the educational processes and value co-creation in virtual academic learning environments (VALEs).…
Ergonomic approaches to designing educational materials for immersive multi-projection system
NASA Astrophysics Data System (ADS)
Shibata, Takashi; Lee, JaeLin; Inoue, Tetsuri
2014-02-01
Rapid advances in computer and display technologies have made it possible to present high quality virtual reality (VR) environment. To use such virtual environments effectively, research should be performed into how users perceive and react to virtual environment in view of particular human factors. We created a VR simulation of sea fish for science education, and we conducted an experiment to examine how observers perceive the size and depth of an object within their reach and evaluated their visual fatigue. We chose a multi-projection system for presenting the educational VR simulation, because this system can provide actual-size objects and produce stereo images located close to the observer. The results of the experiment show that estimation of size and depth was relatively accurate when subjects used physical actions to assess them. Presenting images within the observer's reach is suggested to be useful for education in VR environment. Evaluation of visual fatigue shows that the level of symptoms from viewing stereo images with a large disparity in VR environment was low in a short time.
Using Virtual Worlds in Education: Second Life[R] as an Educational Tool
ERIC Educational Resources Information Center
Baker, Suzanne C.; Wentz, Ryan K.; Woods, Madison M.
2009-01-01
The online virtual world Second Life (www.secondlife.com) has multiple potential uses in teaching. In Second Life (SL), users create avatars that represent them in the virtual world. Within SL, avatars can interact with each other and with objects and environments. SL offers tremendous creative potential in that users can create content within the…
ERIC Educational Resources Information Center
Yilmaz, Turkan Karakus; Cagiltay, Kursat
2016-01-01
Many virtual worlds have been adopted for implementation within educational settings because they are potentially useful for building effective learning environments. Since the flexibility of virtual worlds challenges to obtain effective and efficient educational outcomes, the design of such platforms need more attention. In the present study, the…
Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit.
Mateu, Juan; Lasala, María José; Alamán, Xavier
2015-08-31
In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, abstracting the creator of educational applications from the technical details involving the use of tangible interfaces and virtual worlds. Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge in computer programming and electronics. The toolkit has been used to develop various educational applications that have been tested in two secondary education high schools in Spain.
Virtual Labs vs. Remote Labs: Between Myth & Reality.
ERIC Educational Resources Information Center
Alhalabi, Bassem; Hamza, M. Khalid; Hsu, Sam; Romance, Nancy
Many United States institutions of higher education have established Web-based educational environments that provide higher education curricula via the Internet and diverse modalities. Success has been limited primarily to virtual classrooms (real audio/video transmission) and/or test taking (online form filing). An extensive survey was carried…
NASA Technical Reports Server (NTRS)
Hyde, Patricia R.; Loftin, R. Bowen
1993-01-01
The volume 2 proceedings from the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology are presented. Topics discussed include intelligent computer assisted training (ICAT) systems architectures, ICAT educational and medical applications, virtual environment (VE) training and assessment, human factors engineering and VE, ICAT theory and natural language processing, ICAT military applications, VE engineering applications, ICAT knowledge acquisition processes and applications, and ICAT aerospace applications.
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,…
ERIC Educational Resources Information Center
Lorenzo, Gonzalo; Pomares, Jorge; Lledo, Asuncion
2013-01-01
This paper presents the use of immersive virtual reality systems in the educational intervention with Asperger students. The starting points of this study are features of these students' cognitive style that requires an explicit teaching style supported by visual aids and highly structured environments. The proposed immersive virtual reality…
The Use of Visual-Based Simulated Environments in Teacher Preparation
ERIC Educational Resources Information Center
Judge, Sharon; Bobzien, Jonna; Maydosz, Ann; Gear, Sabra; Katsioloudis, Petros
2013-01-01
While virtual technology for training in the simulation field has a long history in medicine, aviation, and the military, the application of similar emerging and innovative technologies in teacher preparation and education has been limited. TLE TeachLive™ (Teaching Learning Environment, Teaching in a Virtual Environment) [TLE] is an inventive…
Does the Medium Dictate the Message? Cultivating E-Communication in an Asynchronous Environment.
ERIC Educational Resources Information Center
Kiernan, Mary; Thomas, Pete; Woodroffe, Mark
Virtual learning environments (VLEs) are often perceived by education establishments as an opportunity to widen access without traditional overheads. An integral part of most VLEs is asynchronous computer conferencing and on-line moderators must help students migrate quickly to the new virtual environment to minimize learning disruption. This…
de Boer, I R; Wesselink, P R; Vervoorn, J M
2013-11-01
To describe the development and opportunities for implementation of virtual teeth with and without pathology for use in a virtual learning environment in dental education. The creation of virtual teeth begins by scanning a tooth with a cone beam CT. The resulting scan consists of multiple two-dimensional grey-scale images. The specially designed software program ColorMapEditor connects these two-dimensional images to create a three-dimensional tooth. With this software, any aspect of the tooth can be modified, including its colour, volume, shape and density, resulting in the creation of virtual teeth of any type. This article provides examples of realistic virtual teeth with and without pathology that can be used for dental education. ColorMapEditor offers infinite possibilities to adjust and add options for the optimisation of virtual teeth. Virtual teeth have unlimited availability for dental students, allowing them to practise as often as required. Virtual teeth can be made and adjusted to any shape with any type of pathology. Further developments in software and hardware technology are necessary to refine the ability to colour and shape the interior of the pulp chamber and surface of the tooth to enable not only treatment but also diagnostics and thus create a greater degree of realism. The creation and use of virtual teeth in dental education appears to be feasible but is still in development; it offers many opportunities for the creation of teeth with various pathologies, although an evaluation of its use in dental education is still required. © 2013 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
NASA Astrophysics Data System (ADS)
Lapshinsky, V. A.
2017-01-01
The article is devoted to the consideration of issues of functionality and application of educational portal as virtual learning environments and webinars as SaaS services. Examples of their use in educational and vocational guidance processes are presented. The prospects of transition from portal VLE to SaaS and cloud services are marked. Portal www.valinfo.ru with original learning management system has been used in the educational process since 2003 in the National Research Nuclear University MEPhI and in the Peoples' Friendship University of Russia. Supported courses: Computer Science, Computer Workshop, Networks, Information Technology, The Introduction to Nano-Engineer, Nanotechnology and Nanomaterials etc. For webinars as SaaS services, used the "virtual classroom," kindly provided by WebSoft Company.
Possibilities and Determinants of Using Low-Cost Devices in Virtual Education Applications
ERIC Educational Resources Information Center
Bun, Pawel Kazimierz; Wichniarek, Radoslaw; Górski, Filip; Grajewski, Damian; Zawadzki, Przemyslaw; Hamrol, Adam
2017-01-01
Virtual reality (VR) may be used as an innovative educational tool. However, in order to fully exploit its potential, it is essential to achieve the effect of immersion. To more completely submerge the user in a virtual environment, it is necessary to ensure that the user's actions are directly translated into the image generated by the…
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…
Virtual K-12 Learning: New Learning Frontiers for State Education Agencies
ERIC Educational Resources Information Center
Natale, Catherine Fisk; Cook, Janet
2012-01-01
This article explores the role of state education agencies in three states that have embarked on ambitious kindergarten through Grade 12 (K-12) virtual learning initiatives: Alabama, Florida, and Idaho. Subject to a rapidly changing environment influenced by factors beyond the jurisdiction of many state departments of education, the world of…
13 Tips for Virtual World Teaching
ERIC Educational Resources Information Center
Villano, Matt
2008-01-01
Multi-user virtual environments (MUVEs) are gaining momentum as the latest and greatest learning tool in the world of education technology. How does one get started with them? How do they work? This article shares 13 secrets from immersive education experts and educators on how to have success in implementing these new tools and technologies on…
Investigating Various Application Areas of Three-Dimensional Virtual Worlds for Higher Education
ERIC Educational Resources Information Center
Ghanbarzadeh, Reza; Ghapanchi, Amir Hossein
2018-01-01
Three-dimensional virtual world (3DVW) have been adopted extensively in the education sector worldwide, and there has been remarkable growth in the application of these environments for distance learning. A wide variety of universities and educational organizations across the world have utilized this technology for their regular learning and…
ERIC Educational Resources Information Center
Peterson-Ahmad, Maria
2018-01-01
To meet the ever-increasing teaching standards, pre-service special educators need extensive and advanced opportunities for pedagogical preparation prior to entering the classroom. Providing opportunities for pre-service special educators to practice such strategies within a virtual simulation environment offers teacher preparation programs a way…
Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit
Mateu, Juan; Lasala, María José; Alamán, Xavier
2015-01-01
In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, abstracting the creator of educational applications from the technical details involving the use of tangible interfaces and virtual worlds. Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge in computer programming and electronics. The toolkit has been used to develop various educational applications that have been tested in two secondary education high schools in Spain. PMID:26334275
The Virtual Pelvic Floor, a tele-immersive educational environment.
Pearl, R. K.; Evenhouse, R.; Rasmussen, M.; Dech, F.; Silverstein, J. C.; Prokasy, S.; Panko, W. B.
1999-01-01
This paper describes the development of the Virtual Pelvic Floor, a new method of teaching the complex anatomy of the pelvic region utilizing virtual reality and advanced networking technology. Virtual reality technology allows improved visualization of three-dimensional structures over conventional media because it supports stereo vision, viewer-centered perspective, large angles of view, and interactivity. Two or more ImmersaDesk systems, drafting table format virtual reality displays, are networked together providing an environment where teacher and students share a high quality three-dimensional anatomical model, and are able to converse, see each other, and to point in three dimensions to indicate areas of interest. This project was realized by the teamwork of surgeons, medical artists and sculptors, computer scientists, and computer visualization experts. It demonstrates the future of virtual reality for surgical education and applications for the Next Generation Internet. Images Figure 1 Figure 2 Figure 3 PMID:10566378
Agarwal, Nitin; Schmitt, Paul J; Sukul, Vishad; Prestigiacomo, Charles J
2012-08-01
Virtual reality training for complex tasks has been shown to be of benefit in fields involving highly technical and demanding skill sets. The use of a stereoscopic three-dimensional (3D) virtual reality environment to teach a patient-specific analysis of the microsurgical treatment modalities of a complex basilar aneurysm is presented. Three different surgical approaches were evaluated in a virtual environment and then compared to elucidate the best surgical approach. These approaches were assessed with regard to the line-of-sight, skull base anatomy and visualisation of the relevant anatomy at the level of the basilar artery and surrounding structures. Overall, the stereoscopic 3D virtual reality environment with fusion of multimodality imaging affords an excellent teaching tool for residents and medical students to learn surgical approaches to vascular lesions. Future studies will assess the educational benefits of this modality and develop a series of metrics for student assessments.
ERIC Educational Resources Information Center
Liu, Chang; Franklin, Teresa; Shelor, Roger; Ozercan, Sertac; Reuter, Jarrod; Ye, En; Moriarty, Scott
2011-01-01
Game-like three-dimensional (3D) virtual worlds have become popular venues for youth to explore and interact with friends. To bring vital financial literacy education to them in places they frequent, a multi-disciplinary team of computer scientists, educators, and financial experts developed a youth-oriented financial literacy education game in…
ERIC Educational Resources Information Center
López Gavira, Rosario; Omoteso, Kamil
2013-01-01
As the power of the virtual world continues to manifest itself in people's quality of life and capabilities (including learning), this paper aims to assess accounting students' perceptions of the usefulness of Virtual Learning Environments (VLE) to their learning experiences. It also considers the factors that may influence students' preferences…
3D Technology Selection for a Virtual Learning Environment by Blending ISO 9126 Standard and AHP
ERIC Educational Resources Information Center
Cetin, Aydin; Guler, Inan
2011-01-01
Web3D presents many opportunities for learners in a virtual world or virtual environment over the web. This is a great opportunity for open-distance education institutions to benefit from web3d technologies to create courses with interactive 3d materials. There are many open source and commercial products offering 3d technologies over the web…
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…
On Mediation in Virtual Learning Environments.
ERIC Educational Resources Information Center
Davies, Larry; Hassan, W. Shukry
2001-01-01
Discusses concepts of mediation and focuses on the importance of implementing comprehensive virtual learning environments. Topics include education and technology as they relate to cultural change, social institutions, the Internet and computer-mediated communication, software design and human-computer interaction, the use of MOOs, and language.…
Exploring the Effectiveness of Online Education in K-12 Environments
ERIC Educational Resources Information Center
Heafner, Tina L., Ed.; Hartshorne, Richard, Ed.; Petty, Teresa, Ed.
2015-01-01
The integration of technology in classrooms is rapidly emerging as a way to provide more educational opportunities for students. As virtual learning environments become more popular, evaluating the impact of this technology on student success is vital. "Exploring the Effectiveness of Online Education in K-12 Environments" combines…
ERIC Educational Resources Information Center
Harper, Barry; Hedberg, John G.; Wright, Rob
2000-01-01
Discusses the use of constructivist frameworks to develop effective and successful learning environments, including educational software. Topics include technology supporting reform; virtuality and multimedia; attributes of interactive multimedia and virtual reality; and examples of context and learner active participation. (Contains 35…
Implementing a Virtual Exchange Project for student nurses in Queensland and Nottingham.
Todhunter, Fern; Hallawell, Bob; Pittaway, Debbie
2013-09-01
This paper discusses the design and initial progress made with a virtual learning environment to help student nurses develop an understanding of cultural awareness and globalization. Using a Web-based application the Virtual Exchange Project was designed to facilitate study-elsewhere experiences located in the student's own setting. Promotion of the United Nations' Millennium Development goals provided an opportunity for student nurses to explore changes in global health and disease patterns, nursing education and systems of nurse regulation in the United Kingdom and Australia. A pedagogical framework created for this activity acknowledges the social and academic identities that learners often use, when working together in a virtual environment. The architecture of the Virtual Exchange supports local conversations about nurse education and health and social issues across hemispheres. Copyright © 2012 Elsevier Ltd. All rights reserved.
Educational Virtual Environments: A Ten-Year Review of Empirical Research (1999-2009)
ERIC Educational Resources Information Center
Mikropoulos, Tassos A.; Natsis, Antonis
2011-01-01
This study is a ten-year critical review of empirical research on the educational applications of Virtual Reality (VR). Results show that although the majority of the 53 reviewed articles refer to science and mathematics, researchers from social sciences also seem to appreciate the educational value of VR and incorporate their learning goals in…
ERIC Educational Resources Information Center
Chuah, Kee Man; Chen, Chwen Jen; Teh, Chee Siong
2008-01-01
In recent years, the application of virtual reality (VR) technology in education is rapidly gaining momentum. The educational benefits offered by such technology have prompted many educators as well as instructional designers to investigate ways to create effective and engaging VR learning. Instructional designers have examined widely the…
Nifakos, Sokratis; Zary, Nabil
2014-01-01
The research community has called for the development of effective educational interventions for addressing prescription behaviour since antimicrobial resistance remains a global health issue. Examining the potential to displace the educational process from Personal Computers to Mobile devices, in this paper we investigated a new method of integration of Virtual Patients into Mobile devices with augmented reality technology, enriching the practitioner's education in prescription behavior. Moreover, we also explored which information are critical during the prescription behavior education and we visualized these information on real context with augmented reality technology, simultaneously with a running Virtual Patient's scenario. Following this process, we set the educational frame of experiential knowledge to a mixed (virtual and real) environment.
Virtual Environments for Mathematics and Geometry Education
ERIC Educational Resources Information Center
Kaufmann, Hannes
2009-01-01
Since ancient times mathematicians and geometricians have used visualisations to describe, discuss, study and teach mathematics. In mathematics education, visualisations are still used whenever possible to support teaching, to inspire students and feed their need to actually see abstract mathematical facts. In our times, virtual reality presents a…
Teaching with Virtual Worlds: Factors to Consider for Instructional Use of Second Life
ERIC Educational Resources Information Center
Mayrath, Michael C.; Traphagan, Tomoko; Jarmon, Leslie; Trivedi, Avani; Resta, Paul
2010-01-01
Substantial evidence now supports pedagogical applications of virtual worlds; however, most research supporting virtual worlds for education has been conducted using researcher-developed Multi-User Virtual Environments (MUVE). Second Life (SL) is a MUVE that has been adopted by a large number of academic institutions; however, little research has…
The Role of Environment Design in an Educational Multi-User Virtual Environment
ERIC Educational Resources Information Center
Papachristos, Nikiforos M.; Vrellis, Ioannis; Natsis, Antonis; Mikropoulos, Tassos A.
2014-01-01
This paper presents empirical results from an exploratory study conducted in an authentic educational situation with preservice education students enrolled in an undergraduate course, which was partially taught in Second Life. The study investigated the effect of environment design on presence, learning outcomes and the overall experience of the…
ERIC Educational Resources Information Center
Kim, Heesung; Ke, Fengfeng
2016-01-01
The pedagogical and design considerations for the use of a virtual reality (VR) learning environment are important for prospective and current teachers. However, empirical research investigating how preservice teachers interact with transformative content representation, facilitation, and learning activities in a VR educational simulation is still…
Global Village as Virtual Community (On Writing, Thinking, and Teacher Education).
ERIC Educational Resources Information Center
Polin, Linda
1993-01-01
Describes virtual communities known as Multi-User Simulated Environment (MUSE) or Multi-User Object Oriented environment (MOO), text-based computer "communities" whose inhabitants are a combination of the real people and constructed objects that people agree to treat as real. Describes their uses in the classroom. (SR)
New Desktop Virtual Reality Technology in Technical Education
ERIC Educational Resources Information Center
Ausburn, Lynna J.; Ausburn, Floyd B.
2008-01-01
Virtual reality (VR) that immerses users in a 3D environment through use of headwear, body suits, and data gloves has demonstrated effectiveness in technical and professional education. Immersive VR is highly engaging and appealing to technically skilled young Net Generation learners. However, technical difficulty and very high costs have kept…
Effect of a Virtual Chemistry Laboratory on Students' Achievement
ERIC Educational Resources Information Center
Tatli, Zeynep; Ayas, Alipasa
2013-01-01
It is well known that laboratory applications are of significant importance in chemistry education. However, laboratory applications have generally been neglected in recent educational environments for a variety of reasons. In order to address this gap, this study examined the effect of a virtual chemistry laboratory (VCL) on student achievement…
Hacking Say and Reviving ELIZA: Lessons from Virtual Environments
ERIC Educational Resources Information Center
Mazar, Rochelle; Nolan, Jason
2009-01-01
As text-based predecessors to Second Life, MOOs can offer educators important insights on managing virtual communities to create rich, meaningful learning experiences. Rochelle Mazar and Jason Nolan outline two instructional experiments in MOOs that have implications for current educational practice in Second Life. One involves modifying and…
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…
An Online Image Analysis Tool for Science Education
ERIC Educational Resources Information Center
Raeside, L.; Busschots, B.; Waddington, S.; Keating, J. G.
2008-01-01
This paper describes an online image analysis tool developed as part of an iterative, user-centered development of an online Virtual Learning Environment (VLE) called the Education through Virtual Experience (EVE) Portal. The VLE provides a Web portal through which schoolchildren and their teachers create scientific proposals, retrieve images and…
Virtual Gaming Simulation in Nursing Education: A Focus Group Study.
Verkuyl, Margaret; Hughes, Michelle; Tsui, Joyce; Betts, Lorraine; St-Amant, Oona; Lapum, Jennifer L
2017-05-01
The use of serious gaming in a virtual world is a novel pedagogical approach in nursing education. A virtual gaming simulation was implemented in a health assessment class that focused on mental health and interpersonal violence. The study's purpose was to explore students' experiences of the virtual gaming simulation. Three focus groups were conducted with a convenience sample of 20 first-year nursing students after they completed the virtual gaming simulation. Analysis yielded five themes: (a) Experiential Learning, (b) The Learning Process, (c) Personal Versus Professional, (d) Self-Efficacy, and (e) Knowledge. Virtual gaming simulation can provide experiential learning opportunities that promote engagement and allow learners to acquire and apply new knowledge while practicing skills in a safe and realistic environment. [J Nurs Educ. 2017;56(5):274-280.]. Copyright 2017, SLACK Incorporated.
Employing Virtual Humans for Education and Training in X3D/VRML Worlds
ERIC Educational Resources Information Center
Ieronutti, Lucio; Chittaro, Luca
2007-01-01
Web-based education and training provides a new paradigm for imparting knowledge; students can access the learning material anytime by operating remotely from any location. Web3D open standards, such as X3D and VRML, support Web-based delivery of Educational Virtual Environments (EVEs). EVEs have a great potential for learning and training…
Diabetes Self-management Training in a Virtual Environment.
Reagan, Louise; Pereira, Katherine; Jefferson, Vanessa; Evans Kreider, Kathryn; Totten, Susan; D'Eramo Melkus, Gail; Johnson, Constance; Vorderstrasse, Allison
2017-08-01
Diabetes self-management training (DSMT) improves diabetes health outcomes. However, low numbers of patients receive DSMT. Using virtual environments (VEs) for DSMT is an innovative approach to removing barriers for patients. The purpose of this paper is to describe the experience of health professionals and diabetes educators establishing and teaching DSMT in a VE, Diabetes LIVE© (Learning in Virtual Environments), and the implications for future use of VEs in DSMT. It was found that providing DSMT in a VE preserves real-time interaction between patients and educators. To facilitate ongoing patient learning and engagement, the DSMT curriculum was expanded beyond the core content as "Above and Beyond" topics. Using a VE for DSMT presents challenges and opportunities. Challenges include overcoming technological barriers and improving comfort levels to orient educators and patients to the functionality of the VE. Opportunities include overcoming barriers to reaching patients, particularly given the diabetes epidemic and relatively small number of diabetes educators. Using a VE also affords a simulated community for experiential learning. VEs may become powerful tools for diabetes and other health educators to reach patients. Ongoing education and support are vital to successful self-management of chronic disease.
Virtual Education in Universities: A Technological Imperative.
ERIC Educational Resources Information Center
O'Donoghue, John; Singh, Gurmak; Dorward, Lisa
2001-01-01
Discusses virtual universities and virtual classrooms, exploring both the benefits and the disadvantages of technology-based delivery systems. Highlights include competitive pressures to use technology; impacts on students; the need for flexibility to meet unique student needs and learning styles; learning environments; impact on society; and…
Educational Uses of Virtual Reality Technology.
1998-01-01
technology. It is affordable in that a basic level of technology can be achieved on most existing personal computers at either no cost or some minimal...actually present in a virtual environment is termed "presence" and is an artifact of being visually immersed in the computer -generated virtual world...Carolina University, VREL Teachers 1996 onward £ CO ■3 u VR in Education University of Illinois, National Center for Super- computing Applications
ERIC Educational Resources Information Center
Jacob, Laura Beth
2012-01-01
Virtual world environments have evolved from object-oriented, text-based online games to complex three-dimensional immersive social spaces where the lines between reality and computer-generated begin to blur. Educators use virtual worlds to create engaging three-dimensional learning spaces for students, but the impact of virtual worlds in…
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…
ERIC Educational Resources Information Center
Keskitalo, Tuulikki
2012-01-01
Expectations for simulations in healthcare education are high; however, little is known about healthcare students' expectations of the learning process in virtual reality (VR) and simulation-based learning environments (SBLEs). This research aims to describe first-year healthcare students' (N=97) expectations regarding teaching, studying, and…
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…
ERIC Educational Resources Information Center
Orman, Evelyn K.; Price, Harry E.; Russell, Christine R.
2017-01-01
Acquiring nonverbal skills necessary to appropriately communicate and educate members of performing ensembles is essential for wind band conductors. Virtual reality learning environments (VRLEs) provide a unique setting for developing these proficiencies. For this feasibility study, we used an augmented immersive VRLE to enhance eye contact, torso…
Assessment in Immersive Virtual Environments: Cases for Learning, of Learning, and as Learning
ERIC Educational Resources Information Center
Code, Jillianne; Zap, Nick
2017-01-01
The key to education reform lies in exploring alternative forms of assessment. Alternative performance assessments provide a more valid measure than multiple-choice tests of students' conceptual understanding and higher-level skills such as problem solving and inquiry. Advances in game-based and virtual environment technologies are creating new…
Learning Objects and Virtual Learning Environments Technical Evaluation Criteria
ERIC Educational Resources Information Center
Kurilovas, Eugenijus; Dagiene, Valentina
2009-01-01
The main scientific problems investigated in this article deal with technical evaluation of quality attributes of the main components of e-Learning systems (referred here as DLEs--Digital Libraries of Educational Resources and Services), i.e., Learning Objects (LOs) and Virtual Learning Environments (VLEs). The main research object of the work is…
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…
Using Avatars and Virtual Environments in Learning: What Do They Have to Offer?
ERIC Educational Resources Information Center
Falloon, Garry
2010-01-01
This paper explores and discusses arguments for the use of virtual environments and interactive avatars in supporting the achievement of student learning goals within conventional educational contexts. It describes and evaluates arguments promoted by some authors (eg, van den Brekel, 2007; Deuchar & Nodder, 2003; Dickey, 2003; Facer, 2004; de…
Evaluating Technology-Based Educational Interventions: A Review of Two Projects
ERIC Educational Resources Information Center
Adamo-Villani, Nicoletta; Dib, Hazar
2013-01-01
The article discusses current evaluation methodologies used to assess the usability, user enjoyment, and pedagogical efficacy of virtual learning environments (VLEs) and serious games. It also describes the evaluations of two recently developed projects: a virtual learning environment that employs a fantasy 3D world to engage deaf and hearing…
Virtual Environments and the Ongoing Work of Becoming a Singapore Teacher
ERIC Educational Resources Information Center
Zuiker, Steven J.; Ang, Doreen
2011-01-01
The study explores the intersection between cyberinfrastructure and models of teacher education and professional development in Singapore. A case study explores how a pre-service and an in-service workshop in a virtual environment support efforts to understand and enlist constructivist pedagogies for classroom learning and to foster continuous…
Computer Algebra, Virtual Learning Environment and Meaningful Learning: Is It Possible?
ERIC Educational Resources Information Center
Abar, Celina A. A. P.; Barbosa, Lisbete Madsen
2011-01-01
A major challenge faced by teachers nowadays relates to the usage of proper educational technology to achieve a true and meaningful learning experience involving time for reflection. Teachers constantly seek new ways to improve instruction, but in virtual learning environments they often find themselves in a new role, interacting in a dynamic…
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…
ERIC Educational Resources Information Center
Brown, Abbie; Sugar, William
2009-01-01
Second Life is a three-dimensional, multi-user virtual environment that has attracted particular attention for its instructional potential in professional development and higher education settings. This article describes Second Life in general and explores the benefits and challenges of using it for teaching and learning.
Immersive Training Systems: Virtual Reality and Education and Training.
ERIC Educational Resources Information Center
Psotka, Joseph
1995-01-01
Describes virtual reality (VR) technology and VR research on education and training. Focuses on immersion as the key added value of VR, analyzes cognitive variables connected to immersion, how it is generated in synthetic environments and its benefits. Discusses value of tracked, immersive visual displays over nonimmersive simulations. Contains 78…
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…
ERIC Educational Resources Information Center
Van Dusen, Gerald C.
The "virtual campus" is a metaphor for the electronic teaching, learning, and research environment created by the convergence of several relatively new technologies including, but not restricted to, the Internet, World Wide Web, computer-mediated communication, video conferencing, multi-media, groupware, video-on-demand, desktop…
Stichter, Janine P; Laffey, James; Galyen, Krista; Herzog, Melissa
2014-02-01
One consistent area of need for students with autism spectrum disorders is in the area of social competence. However, the increasing need to provide qualified teachers to deliver evidence-based practices in areas like social competence leave schools, such as those found in rural areas, in need of support. Distance education and in particular, 3D Virtual Learning, holds great promise for supporting schools and youth to gain social competence through knowledge and social practice in context. iSocial, a distance education, 3D virtual learning environment implemented the 31-lesson social competence intervention for adolescents across three small cohorts totaling 11 students over a period of 4 months. Results demonstrated that the social competence curriculum was delivered with fidelity in the 3D virtual learning environment. Moreover, learning outcomes suggest that the iSocial approach shows promise for social competence benefits for youth.
Focus, locus, and sensus: the three dimensions of virtual experience.
Waterworth, E L; Waterworth, J A
2001-04-01
A model of virtual/physical experience is presented, which provides a three dimensional conceptual space for virtual and augmented reality (VR and AR) comprising the dimensions of focus, locus, and sensus. Focus is most closely related to what is generally termed presence in the VR literature. When in a virtual environment, presence is typically shared between the VR and the physical world. "Breaks in presence" are actually shifts of presence away from the VR and toward the external environment. But we can also have "breaks in presence" when attention moves toward absence--when an observer is not attending to stimuli present in the virtual environment, nor to stimuli present in the surrounding physical environment--when the observer is present in neither the virtual nor the physical world. We thus have two dimensions of presence: focus of attention (between presence and absence) and the locus of attention (the virtual vs. the physical world). A third dimension is the sensus of attention--the level of arousal determining whether the observer is highly conscious or relatively unconscious while interacting with the environment. After expanding on each of these three dimensions of experience in relation to VR, we present a couple of educational examples as illustrations, and also relate our model to a suggested spectrum of evaluation methods for virtual environments.
The role of cognitive apprenticeship in learning science in a virtual world
NASA Astrophysics Data System (ADS)
Ramdass, Darshanand
2012-12-01
This article extends the discussion started by Margaret Beier, Leslie Miller, and Shu Wang's (2012) paper, Science games and the development of possible selves. In this paper, I suggest that a theoretical framework based on a sociocultural theory of learning is critical in learning in a virtual environment. I will discuss relevant research on the application of various components of the sociocultural perspective of learning in classroom environments and the potential for applying them in virtual worlds. I propose that research in science education should explore the processes underlying cognitive apprenticeship and determine how these processes can be used in virtual environments to help students learn science successfully.
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.
The Impact of Virtual Reality Programs in Career and Technical Education
ERIC Educational Resources Information Center
Catterson, Anna J.
2013-01-01
Instructional technology has evolved from blackboards with chalk to in some cases three-dimensional virtual reality environments in which students are interacting and engaging with other students worldwide. The use of this new instructional methodology, known as "virtual reality," has experienced substantial growth in higher education…
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…
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…
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.
2007-01-01
educating and training (O’Keefe IV & McIntyre III, 2006). Topics vary widely from standard educational topics such as teaching kids physics, mechanics...Winn, W., & Yu, R. (1997). The Impact of Three Dimensional Immersive Virtual Environments on Modern Pedagogy : Global Change, VR and Learning
Applying Leadership Theories to Distance Education Leadership
ERIC Educational Resources Information Center
Nworie, John
2012-01-01
The instructional delivery mode in distance education has been transitioning from the context of a physical classroom environment to a virtual learning environment or maintaining a hybrid of the two. However, most distance education programs in dual mode institutions are situated in traditional face-to-face instructional settings. Distance…
NASA Astrophysics Data System (ADS)
Chuah, Kee Man; Chen, Chwen Jen; Teh, Chee Siong
Virtual reality (VR) has been prevalently used as a tool to help students learn and to simulate situations that are too hazardous to practice in real life. The present study aims to explore the capability of VR to achieve these two purposes and demonstrate a novel application of the result, using VR to help school students learn about road safety skills, which are impractical to be carried out in real-life situations. This paper describes the system design of the VR-based learning environment known as Virtual Simulated Traffics for Road Safety Education (ViSTREET) and its various features. An overview of the technical procedures for its development is also included. Ultimately, this paper highlights the potential use of VR in addressing the learning problem concerning road safety education programme in Malaysia.
The Potential of Simulated Environments in Teacher Education: Current and Future Possibilities
ERIC Educational Resources Information Center
Dieker, Lisa A.; Rodriguez, Jacqueline A.; Lignugaris/Kraft, Benjamin; Hynes, Michael C.; Hughes, Charles E.
2014-01-01
The future of virtual environments is evident in many fields but is just emerging in the field of teacher education. In this article, the authors provide a summary of the evolution of simulation in the field of teacher education and three factors that need to be considered as these environments further develop. The authors provide a specific…
ERIC Educational Resources Information Center
Annetta, Leonard; Murray, Marshall; Gull Laird, Shelby; Bohr, Stephanie; Park, John
2008-01-01
This article describes a graduate distance education course at North Carolina State University, which combined science content and pedagogy with video game design. The course was conducted entirely in a synchronous, online, Virtual Learning Environment (VLE) through the ActiveWorlds[TM] platform. Inservice teachers enrolled as graduate students in…
ERIC Educational Resources Information Center
Curry, Steven P.
2016-01-01
The purpose of this qualitative study was to explore how faculty members, teaching in the virtual environment of higher education, perceived the effectiveness of leader actions to understand how principles of existing leadership theory in critical areas such as communication effectiveness, development of trust, and ability to motivate faculty…
Suitability of a Virtual Learning Environment for Higher Education
ERIC Educational Resources Information Center
Koskela, Marileena; Kiltti, Piia; Vilpola, Inka; Tervonen, Janne
2005-01-01
The number of virtual learning environments (VLEs) is increasing. Already a few case studies claim that VLEs are more effective as a learning method than traditional lecturing. Many of these case studies are in the area of information and communication technology (ICT). Therefore, the good learning results are not surprising. The aim of this paper…
Personalized Messages That Promote Science Learning in Virtual Environments
ERIC Educational Resources Information Center
Moreno, Roxana; Mayer, Richard E.
2004-01-01
College students learned how to design the roots, stem, and leaves of plants to survive in five different virtual reality environments through an agent-based multimedia educational game. For each student, the agent used personalized speech (e.g., including I and you) or nonpersonalized speech (e.g., 3rd-person monologue), and the game was…
ERIC Educational Resources Information Center
Mamat, Ibrahim; Yusoff, Ahmad Shidki Mat; Abdullah, Wan Salihin Wong; Razak, Fahmi Zaidi Abdul
2015-01-01
Virtual Learning Environment (VLE) has become the main mechanism in supporting on-line education either in primary or secondary school. Although VLE efforts are considered to be a significant corporate investment, many surveys indicate high drop-out rates or failures. This research uses an integrated model in order to assessing the influence of…
ERIC Educational Resources Information Center
Parsons, Sarah; Mitchell, Peter; Leonard, Anne
2005-01-01
The potential for using virtual environments (VEs) in educational contexts for people with autistic spectrum disorders (ASDs) has been recognized. However, very little is known about how people with ASDs interpret and understand VEs. This study aimed to investigate this directly with a group of 12 adolescents with ASDs, each individually matched…
ERIC Educational Resources Information Center
Ausburn, Lynna J.; Ausburn, Floyd B.
2004-01-01
Virtual Reality has been defined in many different ways and now means different things in various contexts. VR can range from simple environments presented on a desktop computer to fully immersive multisensory environments experienced through complex headgear and bodysuits. In all of its manifestations, VR is basically a way of simulating or…
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…
Dyslexic Students in Higher Education and Virtual Learning Environments: An Exploratory Study
ERIC Educational Resources Information Center
Habib, L.; Berget, G.; Sandnes, F. E.; Sanderson, N.; Kahn, P.; Fagernes, S.; Olcay, A.
2012-01-01
This paper presents the results of an interview-based study of the use of virtual learning environments (VLEs) among dyslexic students. Interviews were carried out with 12 informants who had been formally diagnosed as dyslexic. The informants were either enrolled in a university or college programme, or had graduated less than a year before the…
The Experiences of Students with Learning Disabilities in a Higher Education Virtual Campus
ERIC Educational Resources Information Center
Hollins, Nancy; Foley, Alan R.
2013-01-01
Institutions of higher education are increasingly asking students to use the online environment, or virtual campus, when carrying out business related to college life. In this paper, we report findings from a study conducted to learn more about the experiences of college students with learning disabilities as they interacted with this virtual…
Web3D Technologies in Learning, Education and Training: Motivations, Issues, Opportunities
ERIC Educational Resources Information Center
Chittaro, Luca; Ranon, Roberto
2007-01-01
Web3D open standards allow the delivery of interactive 3D virtual learning environments through the Internet, reaching potentially large numbers of learners worldwide, at any time. This paper introduces the educational use of virtual reality based on Web3D technologies. After briefly presenting the main Web3D technologies, we summarize the…
Borim, Bruna Cury; Croti, Ulisses A; Silveira, Patricia C; De Marchi, Carlos H; Moscardini, Airton C; Hickey, Patricia; Jenkins, Kathy
2017-11-01
The nursing profession faces continuous transformations demonstrating the importance of professional continuing education to extend knowledge following technological development without impairing quality of care. Nursing assistants and technicians account for nearly 80% of nursing professionals in Brazil and are responsible for uninterrupted patient care. Extensive knowledge improvement is needed to achieve excellence in nursing care. The objective was to develop and evaluate a continuing education program for nursing technicians at a pediatric cardiac intensive care unit (PCICU) using a virtual learning environment entitled EDUCATE. From July to September 2015, a total of 24 nursing technicians working at the PCICU at a children's hospital located in the northwestern region of São Paulo state (Brazil) fully participated in the continuing education program developed in a virtual learning environment using Wix platform, allowing access to video classes and pre- and post-training theoretical evaluation questionnaires outside the work environment. The evaluation tools recorded participants' knowledge evolution, technological difficulties, educational, and overall rating. Knowledge development was descriptively presented as positive in more than 66.7%. Content and training were considered "excellent" by most participants and 90% showed an interest in the use of technological resources. Technical difficulties were found and quickly resolved by 40% of participants including Internet access, login, and lack of technical expertise. The continuing education program using a virtual learning environment positively contributed to the improvement in theoretical knowledge of nursing technicians in PCICU.
Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality
NASA Astrophysics Data System (ADS)
Parmar, Dhaval
Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational concepts as a future direction, and presents the challenges faced in implementing the IEIVR metaphor due to extended periods of immersion. Results from the conducted studies help in formulating guidelines for virtual reality and education researchers working in STEM education and training, and for educators and curriculum developers seeking to improve student engagement in the STEM fields.
Korocsec, D; Holobar, A; Divjak, M; Zazula, D
2005-12-01
Medicine is a difficult thing to learn. Experimenting with real patients should not be the only option; simulation deserves a special attention here. Virtual Reality Modelling Language (VRML) as a tool for building virtual objects and scenes has a good record of educational applications in medicine, especially for static and animated visualisations of body parts and organs. However, to create computer simulations resembling situations in real environments the required level of interactivity and dynamics is difficult to achieve. In the present paper we describe some approaches and techniques which we used to push the limits of the current VRML technology further toward dynamic 3D representation of virtual environments (VEs). Our demonstration is based on the implementation of a virtual baby model, whose vital signs can be controlled from an external Java application. The main contributions of this work are: (a) outline and evaluation of the three-level VRML/Java implementation of the dynamic virtual environment, (b) proposal for a modified VRML Timesensor node, which greatly improves the overall control of system performance, and (c) architecture of the prototype distributed virtual environment for training in neonatal resuscitation comprising the interactive virtual newborn, active bedside monitor for vital signs and full 3D representation of the surgery room.
Putting the PLE into PLD: Virtual Professional Learning and Development
ERIC Educational Resources Information Center
Owen, Hazel
2014-01-01
The range of affordances that a virtual environment offers can provide opportunities for more formal Professional Learning and Development (PLD) that has flexibility of choice, time and approach for educators. It was this potential that inspired the design of the Virtual Professional Learning and Development (VPLD) program that was instigated in…
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…
ERIC Educational Resources Information Center
Ritz, Leah T.; Buss, Alan R.
2016-01-01
Increasing availability of immersive virtual reality (IVR) systems, such as the Cave Automatic Virtual Environment (CAVE) and head-mounted displays, for use in education contexts is providing new opportunities and challenges for instructional designers. By highlighting the affordances of IVR specific to the CAVE, the authors emphasize the…
Assessing Student Learning in a Virtual Laboratory Environment
ERIC Educational Resources Information Center
Wolf, T.
2010-01-01
Laboratory experience is a key factor in technical and scientific education. Virtual laboratories have been proposed to reduce cost and simplify maintenance of lab facilities while still providing students with access to real systems. It is important to determine if such virtual labs are still effective for student learning. In the assessment of a…
Student Responses to Their Immersion in a Virtual Environment.
ERIC Educational Resources Information Center
Taylor, Wayne
Undertaken in conjunction with a larger study that investigated the educational efficacy of students building their own virtual worlds, this study measures the reactions of students in grades 4-12 to the experience of being immersed in virtual reality (VR). The study investigated the sense of "presence" experienced by the students, the…
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…
Managing Multimodal Data in Virtual World Research for Language Learning
ERIC Educational Resources Information Center
Palomeque, Cristina; Pujolà, Joan-Tomàs
2018-01-01
The study of multimodality in communication has attracted the attention of researchers studying online multimodal environments such as virtual worlds. Specifically, 3D virtual worlds have especially attracted the interest of educators and academics due to the multiplicity of verbal channels, which are often comprised of text and voice channels, as…
Experiencing Soil Science from your office through virtual experiences
NASA Astrophysics Data System (ADS)
Beato, M. Carmen; González-Merino, Ramón; Campillo, M. Carmen; Fernández-Ahumada, Elvira; Ortiz, Leovigilda; Taguas, Encarnación V.; Guerrero, José Emilio
2017-04-01
Currently, numerous tools based on the new information and communication technologies offer a wide range of possibilities for the implementation of interactive methodologies in Education and Science. In particular, virtual reality and immersive worlds - artificially generated computer environments where users interact through a figurative individual that represents them in that environment (their "avatar") - have been identified as the technology that will change the way we live, particularly in educational terms, product development and entertainment areas (Schmorrow, 2009). Gisbert-Cervera et al. (2011) consider that the 3D worlds in education, among others, provide a unique training and exchange of knowledge environment which allows a goal reflection to support activities and achieve learning outcomes. In Soil Sciences, the experimental component is essential to acquire the necessary knowledge to understand the biogeochemical processes taking place and their interactions with time, climate, topography and living organisms present. In this work, an immersive virtual environment which reproduces a series of pits have been developed to evaluate and differentiate soil characteristics such as texture, structure, consistency, color and other physical-chemical and biological properties for educational purposes. Bibliographical material such as pictures, books, papers and were collected in order to classify the information needed and to build the soil profiles into the virtual environment. The programming language for the virtual recreation was Unreal Engine4 (UE4; https://www.unrealengine.com/unreal-engine-4). This program was chosen because it provides two toolsets for programmers and it can also be used in tandem to accelerate development workflows. In addition, Unreal Engine4 technology powers hundreds of games as well as real-time 3D films, training simulations, visualizations and it creates very realistic graphics. For the evaluation of its impact and its usefulness in teaching, a series of surveys will be presented to undergraduate students and teachers. REFERENCES: Gisbert-Cervera M, Esteve-Gonzalez V., Camacho-Marti M.M. (2011). Delve into the Deep: Learning Potential in Metaverses and 3D Worlds. eLearning (25) Papers ISSN: 1887-1542 Schmorrow D.D. (2009). Why virtual? Theoretical Issues in Ergonomics Science 10(3): 279-282.
Stanton, D; Foreman, N; Wilson, P N
1998-01-01
In this chapter we review some of the ways in which the skills learned in virtual environments (VEs) transfer to real situations, and in particular how information about the spatial layouts of virtual buildings acquired from the exploration of three-dimensional computer-simulations transfers to their real equivalents. Four experiments are briefly described which examined VR use by disabled children. We conclude that spatial information of the kind required for navigation transfers effectively from virtual to real situations. Spatial skills in disabled children showed progressive improvement with repeated exploration of virtual environments. The results are discussed in relation to the potential future benefits of VR in special needs education and training.
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…
ERIC Educational Resources Information Center
Neubauer, Deane, Ed.; Tanaka, Yoshiro, Ed.
2011-01-01
Access, equity and capacity are elements within the higher education environment that interact in complex ways to affect virtually all other aspects of such institutions. This volume examines various features of how these concepts are generated, transformed throughout policy environments, and deployed across the complex differences of higher…
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.
Lorenzo Álvarez, R; Pavía Molina, J; Sendra Portero, F
2018-03-20
Three-dimensional virtual environments enable very realistic ludic, social, cultural, and educational activities to be carried out online. Second Life ® is one of the most well-known virtual environments, in which numerous training activities have been developed for healthcare professionals, although none about radiology. The aim of this article is to present the technical resources and educational activities that Second Life ® offers for training in radiology based on our experience since 2011 with diverse training activities for undergraduate and postgraduate students. Second Life ® is useful for carrying out radiology training activities online through remote access in an attractive scenario, especially for current generations of students and residents. More than 800 participants have reported in individual satisfaction surveys that their experiences with this approach have been interesting and useful for their training in radiology. Copyright © 2018 SERAM. Publicado por Elsevier España, S.L.U. All rights reserved.
ERIC Educational Resources Information Center
Rienties, Bart; Giesbers, Bas; Lygo-Baker, Simon; Ma, Hoi Wah Serena; Rees, Roger
2016-01-01
After a decade of virtual learning environments (VLEs) in higher education, many teachers still use only a minimum of its affordances. This study looked at how academic staff interacted with a new and unknown VLE in order to understand how technology acceptance and support materials influence (perceived and actual) task performance. In an…
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,…
ERIC Educational Resources Information Center
Herrador-Alcaide, Teresa Carmen; Hernández-Solís, Montserrat
2017-01-01
The purpose of this study was to analyse the perceived usefulness of a set of Information and Communication Technologies (ICT) applied in a virtual learning environment (VLE) in a distance education model. We analysed whether the numerical and technological preferences of the students could explain the perceived usefulness related to the ICT…
The ALIVE Project: Astronomy Learning in Immersive Virtual Environments
NASA Astrophysics Data System (ADS)
Yu, K. C.; Sahami, K.; Denn, G.
2008-06-01
The Astronomy Learning in Immersive Virtual Environments (ALIVE) project seeks to discover learning modes and optimal teaching strategies using immersive virtual environments (VEs). VEs are computer-generated, three-dimensional environments that can be navigated to provide multiple perspectives. Immersive VEs provide the additional benefit of surrounding a viewer with the simulated reality. ALIVE evaluates the incorporation of an interactive, real-time ``virtual universe'' into formal college astronomy education. In the experiment, pre-course, post-course, and curriculum tests will be used to determine the efficacy of immersive visualizations presented in a digital planetarium versus the same visual simulations in the non-immersive setting of a normal classroom, as well as a control case using traditional classroom multimedia. To normalize for inter-instructor variability, each ALIVE instructor will teach at least one of each class in each of the three test groups.
Zary, Nabil; Johnson, Gunilla; Boberg, Jonas; Fors, Uno GH
2006-01-01
Background The Web-based Simulation of Patients (Web-SP) project was initiated in order to facilitate the use of realistic and interactive virtual patients (VP) in medicine and healthcare education. Web-SP focuses on moving beyond the technology savvy teachers, when integrating simulation-based education into health sciences curricula, by making the creation and use of virtual patients easier. The project strives to provide a common generic platform for design/creation, management, evaluation and sharing of web-based virtual patients. The aim of this study was to evaluate if it was possible to develop a web-based virtual patient case simulation environment where the entire case authoring process might be handled by teachers and which would be flexible enough to be used in different healthcare disciplines. Results The Web-SP system was constructed to support easy authoring, management and presentation of virtual patient cases. The case authoring environment was found to facilitate for teachers to create full-fledged patient cases without the assistance of computer specialists. Web-SP was successfully implemented at several universities by taking into account key factors such as cost, access, security, scalability and flexibility. Pilot evaluations in medical, dentistry and pharmacy courses shows that students regarded Web-SP as easy to use, engaging and to be of educational value. Cases adapted for all three disciplines were judged to be of significant educational value by the course leaders. Conclusion The Web-SP system seems to fulfil the aim of providing a common generic platform for creation, management and evaluation of web-based virtual patient cases. The responses regarding the authoring environment indicated that the system might be user-friendly enough to appeal to a majority of the academic staff. In terms of implementation strengths, Web-SP seems to fulfil most needs from course directors and teachers from various educational institutions and disciplines. The system is currently in use or under implementation in several healthcare disciplines at more than ten universities worldwide. Future aims include structuring the exchange of cases between teachers and academic institutions by building a VP library function. We intend to follow up the positive results presented in this paper with other studies looking at the learning outcomes, critical thinking and patient management. Studying the potential of Web-SP as an assessment tool will also be performed. More information about Web-SP: PMID:16504041
Zary, Nabil; Johnson, Gunilla; Boberg, Jonas; Fors, Uno G H
2006-02-21
The Web-based Simulation of Patients (Web-SP) project was initiated in order to facilitate the use of realistic and interactive virtual patients (VP) in medicine and healthcare education. Web-SP focuses on moving beyond the technology savvy teachers, when integrating simulation-based education into health sciences curricula, by making the creation and use of virtual patients easier. The project strives to provide a common generic platform for design/creation, management, evaluation and sharing of web-based virtual patients. The aim of this study was to evaluate if it was possible to develop a web-based virtual patient case simulation environment where the entire case authoring process might be handled by teachers and which would be flexible enough to be used in different healthcare disciplines. The Web-SP system was constructed to support easy authoring, management and presentation of virtual patient cases. The case authoring environment was found to facilitate for teachers to create full-fledged patient cases without the assistance of computer specialists. Web-SP was successfully implemented at several universities by taking into account key factors such as cost, access, security, scalability and flexibility. Pilot evaluations in medical, dentistry and pharmacy courses shows that students regarded Web-SP as easy to use, engaging and to be of educational value. Cases adapted for all three disciplines were judged to be of significant educational value by the course leaders. The Web-SP system seems to fulfil the aim of providing a common generic platform for creation, management and evaluation of web-based virtual patient cases. The responses regarding the authoring environment indicated that the system might be user-friendly enough to appeal to a majority of the academic staff. In terms of implementation strengths, Web-SP seems to fulfil most needs from course directors and teachers from various educational institutions and disciplines. The system is currently in use or under implementation in several healthcare disciplines at more than ten universities worldwide. Future aims include structuring the exchange of cases between teachers and academic institutions by building a VP library function. We intend to follow up the positive results presented in this paper with other studies looking at the learning outcomes, critical thinking and patient management. Studying the potential of Web-SP as an assessment tool will also be performed. More information about Web-SP: http://websp.lime.ki.se.
Design on the MUVE: Synergizing Online Design Education with Multi-User Virtual Environments (MUVE)
ERIC Educational Resources Information Center
Sakalli, Isinsu; Chung, WonJoon
2015-01-01
The world is becoming increasingly virtual. Since the invention of the World Wide Web, information and human interaction has been transferring to the web at a rapid rate. Education is one of the many institutions that is taking advantage of accessing large numbers of people globally through computers. While this can be a simpler task for…
Physical Models and Virtual Reality Simulators in Otolaryngology.
Javia, Luv; Sardesai, Maya G
2017-10-01
The increasing role of simulation in the medical education of future otolaryngologists has followed suit with other surgical disciplines. Simulators make it possible for the resident to explore and learn in a safe and less stressful environment. The various subspecialties in otolaryngology use physical simulators and virtual-reality simulators. Although physical simulators allow the operator to make direct contact with its components, virtual-reality simulators allow the operator to interact with an environment that is computer generated. This article gives an overview of the various types of physical simulators and virtual-reality simulators used in otolaryngology that have been reported in the literature. Copyright © 2017 Elsevier Inc. All rights reserved.
Designing Virtual Museum Using Web3D Technology
NASA Astrophysics Data System (ADS)
Zhao, Jianghai
VRT was born to have the potentiality of constructing an effective learning environment due to its 3I characteristics: Interaction, Immersion and Imagination. It is now applied in education in a more profound way along with the development of VRT. Virtual Museum is one of the applications. The Virtual Museum is based on the WEB3D technology and extensibility is the most important factor. Considering the advantage and disadvantage of each WEB3D technology, VRML, CULT3D AND VIEWPOINT technologies are chosen. A web chatroom based on flash and ASP technology is also been created in order to make the Virtual Museum an interactive learning environment.
Introduction to Virtual Reality in Education
ERIC Educational Resources Information Center
Dede, Chris
2009-01-01
As an emerging technology for learning, virtual reality (VR) dates back four decades, to early work by Ivan Sutherland in the late 1960s. At long last, interactive media are emerging that offer the promise of VR in everyday settings. Quasi-VR already is commonplace in 2-1/2-D virtual environments like Second Life and in massively multiplayer…
Virtual Reality Simulation Training for Ebola Deployment.
Ragazzoni, Luca; Ingrassia, Pier Luigi; Echeverri, Lina; Maccapani, Fabio; Berryman, Lizzy; Burkle, Frederick M; Della Corte, Francesco
2015-10-01
Both virtual and hybrid simulation training offer a realistic and effective educational framework and opportunity to provide virtual exposure to operational public health skills that are essential for infection control and Ebola treatment management. This training is designed to increase staff safety and create a safe and realistic environment where trainees can gain essential basic and advanced skills.
Teaching Physics to Deaf College Students in a 3-D Virtual Lab
ERIC Educational Resources Information Center
Robinson, Vicki
2013-01-01
Virtual worlds are used in many educational and business applications. At the National Technical Institute for the Deaf at Rochester Institute of Technology (NTID/RIT), deaf college students are introduced to the virtual world of Second Life, which is a 3-D immersive, interactive environment, accessed through computer software. NTID students use…
ERIC Educational Resources Information Center
Lau, Kung Wong; Lee, Pui Yuen
2015-01-01
This paper discusses the roles of simulation in creativity education and how to apply immersive virtual environments to enhance students' learning experiences in university, through the provision of interactive simulations. An empirical study of a simulated virtual reality was carried out in order to investigate the effectiveness of providing…
ERIC Educational Resources Information Center
Taylor, Michael J.; Taylor, Dave; Vlaev, Ivo; Elkin, Sarah
2017-01-01
Recent advances in communication technologies enable potential provision of remote education for patients using computer-generated environments known as virtual worlds. Previous research has revealed highly variable levels of patient receptiveness to using information technologies for healthcare-related purposes. This preliminary study involved…
A Case Study in User Support for Managing OpenSim Based Multi User Learning Environments
ERIC Educational Resources Information Center
Perera, Indika; Miller, Alan; Allison, Colin
2017-01-01
Immersive 3D Multi User Learning Environments (MULE) have shown sufficient success to warrant their consideration as a mainstream educational paradigm. These are based on 3D Multi User Virtual Environment platforms (MUVE), and although they have been used for various innovative educational projects their complex permission systems and large…
Schwebel, David C.; McClure, Leslie A.; Severson, Joan
2013-01-01
Child pedestrian injury is a preventable global health challenge. Successful training efforts focused on child behavior, including individualized streetside training and training in large virtual pedestrian environments, are laborious and expensive. This study considers the usability and feasibility of a virtual pedestrian environment “game” application to teach children safe street-crossing behavior via the internet, a medium that could be broadly disseminated at low cost. Ten 7- and 8-year-old children participated. They engaged in an internet-based virtual pedestrian environment and completed a brief assessment survey. Researchers rated children's behavior while engaged in the game. Both self-report and researcher observations indicated the internet-based system was readily used by the children without adult support. The youth understood how to engage in the system and used it independently and attentively. The program also was feasible. It provided multiple measures of pedestrian safety that could be used for research or training purposes. Finally, the program was rated by children as engaging and educational. Researcher ratings suggested children used the program with minimal fidgeting or boredom. The pilot test suggests an internet-based virtual pedestrian environment offers a usable, feasible, engaging, and educational environment for child pedestrian safety training. If future research finds children learn the cognitive and perceptual skills needed to cross streets safely within it, internet-based training may provide a low-cost medium to broadly disseminate child pedestrian safety training. The concept may be generalized to other domains of health-related functioning such as teen driving safety, adolescent sexual risk-taking, and adolescent substance use. PMID:24678263
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…
ERIC Educational Resources Information Center
Simsek, Irfan
2016-01-01
With this research, in Second Life environment which is a three dimensional online virtual world, it is aimed to reveal the effects of student attitudes toward mathematics courses and design activities which will enable the third grade students of secondary school (primary education seventh grade) to see the 3D objects in mathematics courses in a…
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.
ERIC Educational Resources Information Center
Fassbender, Eric; Richards, Deborah; Bilgin, Ayse; Thompson, William Forde; Heiden, Wolfgang
2012-01-01
Game technology has been widely used for educational applications, however, despite the common use of background music in games, its effect on learning has been largely unexplored. This paper discusses how music played in the background of a computer-animated history lesson affected participants' memory for facts. A virtual history lesson was…
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks–walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience. PMID:26882473
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution.
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks-walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience.
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…
Educational Ethnography in Blended Learning Environments
ERIC Educational Resources Information Center
Antoniadou, Victoria; Dooly, Melinda
2017-01-01
This chapter aims to answer some of the questions that emerge when carrying out educational ethnography in a blended learning environment. The authors first outline how Virtual Ethnography (VE) has been developed and applied by other researchers. Then, to better illustrate the approach, they describe a doctoral research project that implemented…
Making Learning Fun: Quest Atlantis, A Game Without Guns
ERIC Educational Resources Information Center
Barab, Sasha; Thomas, Michael; Dodge, Tyler; Carteaux, Robert; Tuzun, Hakan
2005-01-01
This article describes the Quest Atlantis (QA) project, a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9-12, in educational tasks. QA combines strategies used in commercial gaming environments with lessons from educational research on learning and motivation. It allows users at participating…
Mobile Learning: At the Tipping Point
ERIC Educational Resources Information Center
Franklin, Teresa
2011-01-01
Mobile technologies are interfacing with all aspects of our lives including Web 2.0 tools and applications, immersive virtual world environments, and online environments to present educational opportunities for 24/7 learning at the learner's discretion. Mobile devices are allowing educators to build new community learning ecosystems for and by…
ERIC Educational Resources Information Center
Rigby, C. Scott; Przybylski, Andrew K.
2009-01-01
Participation in expansive video games called "virtual worlds" has become a mainstream leisure activity for tens of millions of people around the world. The growth of this industry and the strong motivational appeal of these digital worlds invite a closer examination as to how educators can learn from today's virtual worlds in the development of…
Horseless Classrooms and Virtual Learning: Reshaping Our Environments.
ERIC Educational Resources Information Center
Bossert, Philip J.
1997-01-01
Unlike the rest of the industrialized world, educational institutions were largely untouched by last century's transportation revolution. Teachers have been workhorses pulling students in instructional wagons along well-worn curricula. Since television and the Internet already provide "horseless" classrooms and virtual-learning…
NASA Astrophysics Data System (ADS)
Schaverien, Lynette
2003-12-01
This paper reports the use of a research-based, web-delivered, technology-and-science education context (the Generative Virtual Classroom) in which student-teachers can develop their ability to recognize, describe, analyse and theorize learning. Addressing well-recognized concerns about narrowly conceived, anachronistic and ineffective technology-and-science education, this e-learning environment aims to use advanced technologies for learning, to bring about larger scale improvement in classroom practice than has so far been effected by direct intervention through teacher education. Student-teachers' short, intensive engagement with the Generative Virtual Classroom during their practice teaching is examined. Findings affirm the worth of this research-based e-learning system for teacher education and the power of a biologically based, generative theory to make sense of the learning that occurred.
Real and virtual robotics in mathematics education at the school-university transition
NASA Astrophysics Data System (ADS)
Samuels, Peter; Haapasalo, Lenni
2012-04-01
LOGO and turtle graphics were an influential movement in primary school mathematics education in the 1980s and 1990s. Since then, technology has moved forward, both in terms of its sophistication and pedagogical potential; and learner experiences, preferences and ways of thinking have changed dramatically. Based on the authors' previous work and a literature review, this article revisits the subject of enhancing mathematics education through educational robotics kits and virtual robotic animations by proposing their simultaneous deployment at the school-university transition. The rationale for such an application is argued and an evaluation framework for these technologies is proposed. Two educational robotic kits and a virtual environment supporting robotic animations are evaluated both in terms of their feasibility of deployment and their educational effectiveness. Finally, the evaluation of learning experiences when deploying the proposed pedagogical approach is discussed.
Virtual Reality: Developing a VR space for Academic activities
NASA Astrophysics Data System (ADS)
Kaimaris, D.; Stylianidis, E.; Karanikolas, N.
2014-05-01
Virtual reality (VR) is extensively used in various applications; in industry, in academia, in business, and is becoming more and more affordable for end users from the financial point of view. At the same time, in academia and higher education more and more applications are developed, like in medicine, engineering, etc. and students are inquiring to be well-prepared for their professional life after their educational life cycle. Moreover, VR is providing the benefits having the possibility to improve skills but also to understand space as well. This paper presents the methodology used during a course, namely "Geoinformatics applications" at the School of Spatial Planning and Development (Eng.), Aristotle University of Thessaloniki, to create a virtual School space. The course design focuses on the methods and techniques to be used in order to develop the virtual environment. In addition the project aspires to become more and more effective for the students and provide a real virtual environment with useful information not only for the students but also for any citizen interested in the academic life at the School.
Taylor, Michael J; Taylor, Dave; Vlaev, Ivo; Elkin, Sarah
2017-01-01
Recent advances in communication technologies enable potential provision of remote education for patients using computer-generated environments known as virtual worlds. Previous research has revealed highly variable levels of patient receptiveness to using information technologies for healthcare-related purposes. This preliminary study involved implementing a questionnaire investigating attitudes and access to computer technologies of respiratory outpatients, in order to assess potential for use of virtual worlds to facilitate health-related education for this sample. Ninety-four patients with a chronic respiratory condition completed surveys, which were distributed at a Chest Clinic. In accordance with our prediction, younger participants were more likely to be able to use, and have access to a computer and some patients were keen to explore use virtual worlds for healthcare-related purposes: Of those with access to computer facilities, 14.50% expressed a willingness to attend a virtual world focus group. Results indicate future virtual world health education facilities should be designed to cater for younger patients, because this group are most likely to accept and use such facilities. Within the study sample, this is likely to comprise of people diagnosed with asthma. Future work could investigate the potential of creating a virtual world asthma education facility.
Taylor, Michael J.; Taylor, Dave; Vlaev, Ivo; Elkin, Sarah
2015-01-01
Recent advances in communication technologies enable potential provision of remote education for patients using computer-generated environments known as virtual worlds. Previous research has revealed highly variable levels of patient receptiveness to using information technologies for healthcare-related purposes. This preliminary study involved implementing a questionnaire investigating attitudes and access to computer technologies of respiratory outpatients, in order to assess potential for use of virtual worlds to facilitate health-related education for this sample. Ninety-four patients with a chronic respiratory condition completed surveys, which were distributed at a Chest Clinic. In accordance with our prediction, younger participants were more likely to be able to use, and have access to a computer and some patients were keen to explore use virtual worlds for healthcare-related purposes: Of those with access to computer facilities, 14.50% expressed a willingness to attend a virtual world focus group. Results indicate future virtual world health education facilities should be designed to cater for younger patients, because this group are most likely to accept and use such facilities. Within the study sample, this is likely to comprise of people diagnosed with asthma. Future work could investigate the potential of creating a virtual world asthma education facility. PMID:28239187
Making Web3D Less Scary: Toward Easy-to-Use Web3D e-Learning Content Development Tools for Educators
ERIC Educational Resources Information Center
de Byl, Penny
2009-01-01
Penny de Byl argues that one of the biggest challenges facing educators today is the integration of rich and immersive three-dimensional environments with existing teaching and learning materials. To empower educators with the ability to embrace emerging Web3D technologies, the Advanced Learning and Immersive Virtual Environment (ALIVE) research…
NASA Astrophysics Data System (ADS)
Bouta, Hara; Paraskeva, Fotini
2013-03-01
Research spanning two decades shows that there is a continuing development of 3D virtual worlds and investment in such environments for educational purposes. Research stresses the need for these environments to be well-designed and for suitable pedagogies to be implemented in the teaching practice in order for these worlds to be fully effective. To this end, we propose a pedagogical framework based on the cognitive apprenticeship for deriving principles and guidelines to inform the design, development and use of a 3D virtual environment. This study examines how the use of a 3D virtual world facilitates the teaching of mathematics in primary education by combining design principles and guidelines based on the Cognitive Apprenticeship Theory and the teaching methods that this theory introduces. We focus specifically on 5th and 6th grade students' engagement (behavioral, affective and cognitive) while learning fractional concepts over a period of two class sessions. Quantitative and qualitative analyses indicate considerable improvement in the engagement of the students who participated in the experiment. This paper presents the findings regarding students' cognitive engagement in the process of comprehending basic fractional concepts - notoriously hard for students to master. The findings are encouraging and suggestions are made for further research.
Balandin, Susan; Molka-Danielsen, Judith
2015-01-01
The aim of this research was to explore educators' perceptions of a virtual world Second Life TM as an environment for social interaction and social inclusion for the Norwegian adult students with intellectual disability that they supported. Five educators who supported a total of 10 adult students with intellectual disability in computer classes in community Adult Education Centres participated in individual in-depth interviews. The interviews were transcribed verbatim and analysed using a content analysis. Participants were positive about Second Life although they did not perceive that it offered a successful context for social interaction or inclusion. They identified a number of benefits to using a virtual world and for students participating in virtual world research. Barriers identified included language, literacy, and technology issues along with the complexity of participating independently in a virtual world. Some people with intellectual disability can use virtual worlds but the skills required need additional research. Virtual worlds may provide a stimulating, safe, and exciting context for a range of activities but the level of support required by many people is high and consequently expensive.
The Therapeutic Stage Encounters the Virtual World
ERIC Educational Resources Information Center
Imholz, Susan
2008-01-01
Clinical research in expressive therapies, psychodrama in particular, offer education researchers and software designers descriptive analyses and evidence-based impact studies on attitudinal shifts and enhanced problem solving abilities for patients and students who participate in psychodrama role-play. Gaming environments and virtual worlds that…
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…
Worldwide R&D of Virtual Observatory
NASA Astrophysics Data System (ADS)
Cui, C. Z.; Zhao, Y. H.
2008-07-01
Virtual Observatory (VO) is a data intensive online astronomical research and education environment, taking advantages of advanced information technologies to achieve seamless and uniform access to astronomical information. The concept of VO was introduced in the late 1990s to meet the challenges brought up with data avalanche in astronomy. In the paper, current status of International Virtual Observatory Alliance, technical highlights from world wide VO projects are reviewed, a brief introduction of Chinese Virtual Observatory is given.
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.
Virtual reality for health care: a survey.
Moline, J
1997-01-01
This report surveys the state of the art in applications of virtual environments and related technologies for health care. Applications of these technologies are being developed for health care in the following areas: surgical procedures (remote surgery or telepresence, augmented or enhanced surgery, and planning and simulation of procedures before surgery); medical therapy; preventive medicine and patient education; medical education and training; visualization of massive medical databases; skill enhancement and rehabilitation; and architectural design for health-care facilities. To date, such applications have improved the quality of health care, and in the future they will result in substantial cost savings. Tools that respond to the needs of present virtual environment systems are being refined or developed. However, additional large-scale research is necessary in the following areas: user studies, use of robots for telepresence procedures, enhanced system reality, and improved system functionality.
NASA Astrophysics Data System (ADS)
Watanuki, Keiichi; Kojima, Kazuyuki
The environment in which Japanese industry has achieved great respect is changing tremendously due to the globalization of world economies, while Asian countries are undergoing economic and technical development as well as benefiting from the advances in information technology. For example, in the design of custom-made casting products, a designer who lacks knowledge of casting may not be able to produce a good design. In order to obtain a good design and manufacturing result, it is necessary to equip the designer and manufacturer with a support system related to casting design, or a so-called knowledge transfer and creation system. This paper proposes a new virtual reality based knowledge acquisition and job training system for casting design, which is composed of the explicit and tacit knowledge transfer systems using synchronized multimedia and the knowledge internalization system using portable virtual environment. In our proposed system, the education content is displayed in the immersive virtual environment, whereby a trainee may experience work in the virtual site operation. Provided that the trainee has gained explicit and tacit knowledge of casting through the multimedia-based knowledge transfer system, the immersive virtual environment catalyzes the internalization of knowledge and also enables the trainee to gain tacit knowledge before undergoing on-the-job training at a real-time operation site.
ERIC Educational Resources Information Center
Iqbal, Ahmer
2012-01-01
The following paper examines the results of a research study in which a virtual world, Quest Atlantis (QA), was used to engage students in exploratory learning to teach about water quality issues. The main aim of the research was to find out how new digital learning environments and educational technology, such as virtual worlds, can be introduced…
A Call to Action: To Improve the Quality of Full-Time Virtual Charter Public Schools
ERIC Educational Resources Information Center
National Alliance for Public Charter Schools, 2016
2016-01-01
Currently, more than 180,000 students attend 135 full-time virtual charter schools in 23 states and the District of Columbia. While some students do well in a full-time virtual charter school environment, too many of these schools are not providing a quality educational program to the vast majority of their students, while enrolling too many who…
ERIC Educational Resources Information Center
Bricken, Meredith; Byrne, Chris M.
The goal of this study was to take a first step in evaluating the potential of virtual reality (VR) as a learning environment. The context of the study was The Technology Academy, a technology-oriented summer day camp for students ages 5-18, where student activities center around hands-on exploration of new technology (e.g., robotics, MIDI digital…
Educational Online Technologies in Blended Tertiary Environments: A Review of Literature
ERIC Educational Resources Information Center
Tuapawa, Kimberley N.
2013-01-01
This is a review of the literature surrounding five popular media-rich educational online technologies (EOTs) currently being used by educationalists to support blended learning within tertiary environments. This review considers the following EOTs: 1) connective media, 2) interactive gaming, 3) virtual worlds, 4) web conferencing and 5) learning…
Creating the Strategic Learning Environment at City University London
ERIC Educational Resources Information Center
Quinsee, Susannah; Bullimore, Anise
2011-01-01
Purpose: This paper aims to describe the creation of a new approach to the implementation of educational technologies at a UK Higher Education Institution. Driven by changes in technology, an evaluation of the virtual learning environment (VLE) provided the opportunity to reassess the application of technology to the curriculum. However, such an…
Assessment of radiation awareness training in immersive virtual environments
NASA Astrophysics Data System (ADS)
Whisker, Vaughn E., III
The prospect of new nuclear power plant orders in the near future and the graying of the current workforce create a need to train new personnel faster and better. Immersive virtual reality (VR) may offer a solution to the training challenge. VR technology presented in a CAVE Automatic Virtual Environment (CAVE) provides a high-fidelity, one-to-one scale environment where areas of the power plant can be recreated and virtual radiation environments can be simulated, making it possible to safely expose workers to virtual radiation in the context of the actual work environment. The use of virtual reality for training is supported by many educational theories; constructivism and discovery learning, in particular. Educational theory describes the importance of matching the training to the task. Plant access training and radiation worker training, common forms of training in the nuclear industry, rely on computer-based training methods in most cases, which effectively transfer declarative knowledge, but are poor at transferring skills. If an activity were to be added, the training would provide personnel with the opportunity to develop skills and apply their knowledge so they could be more effective when working in the radiation environment. An experiment was developed to test immersive virtual reality's suitability for training radiation awareness. Using a mixed methodology of quantitative and qualitative measures, the subjects' performances before and after training were assessed. First, subjects completed a pre-test to measure their knowledge prior to completing any training. Next they completed unsupervised computer-based training, which consisted of a PowerPoint presentation and a PDF document. After completing a brief orientation activity in the virtual environment, one group of participants received supplemental radiation awareness training in a simulated radiation environment presented in the CAVE, while a second group, the control group, moved directly to the assessment phase of the experiment. The CAVE supplied an activity-based training environment where learners were able to use a virtual survey meter to explore the properties of radiation sources and the effects of time and distance on radiation exposure. Once the training stage had ended, the subjects completed an assessment activity where they were asked to complete four tasks in a simulated radiation environment in the CAVE, which was designed to provide a more authentic assessment than simply testing understanding using a quiz. After the practicum, the subjects completed a post-test. Survey information was also collected to assist the researcher with interpretation of the collected data. Response to the training was measured by completion time, radiation exposure received, successful completion of the four tasks in the practicum, and scores on the post-test. These results were combined to create a radiation awareness score. In addition, observational data was collected as the subjects completed the tasks. The radiation awareness scores of the control group and the group that received supplemental training in the virtual environment were compared. T-tests showed that the effect of the supplemental training was not significant; however, calculation of the effect size showed a small-to-medium effect of the training. The CAVE group received significantly less radiation exposure during the assessment activity, and they completed the activities on an average of one minute faster. These results indicate that the training was effective, primarily for instilling radiation sensitivity. Observational data collected during the assessment supports this conclusion. The training environment provided by the immersive virtual reality recreated a radiation environment where learners could apply knowledge they had been taught by computer-based training. Activity-based training has been shown to be a more effective way to transfer skills because of the similarity between the training environment and the application environment. Virtual reality enables the training environment to look and feel like the application environment. Because of this, radiation awareness training in an immersive virtual environment should be considered by the nuclear industry, which is supported by the results of this experiment.
Desktop Virtualization in Action: Simplicity Is Power
ERIC Educational Resources Information Center
Fennell, Dustin
2010-01-01
Discover how your institution can better manage and increase access to instructional applications and desktops while providing a blended learning environment. Receive practical insight into how academic computing virtualization can be leveraged to enhance education at your institution while lowering Total Cost of Ownership (TCO) and reducing the…
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.…
NASA Astrophysics Data System (ADS)
Tsoupikova, Daria
2006-02-01
This paper will explore how the aesthetics of the virtual world affects, transforms, and enhances the immersive emotional experience of the user. What we see and what we do upon entering the virtual environment influences our feelings, mental state, physiological changes and sensibility. To create a unique virtual experience the important component to design is the beauty of the virtual world based on the aesthetics of the graphical objects such as textures, models, animation, and special effects. The aesthetic potency of the images that comprise the virtual environment can make the immersive experience much stronger and more compelling. The aesthetic qualities of the virtual world as born out through images and graphics can influence the user's state of mind. Particular changes and effects on the user can be induced through the application of techniques derived from the research fields of psychology, anthropology, biology, color theory, education, art therapy, music, and art history. Many contemporary artists and developers derive much inspiration for their work from their experience with traditional arts such as painting, sculpture, design, architecture and music. This knowledge helps them create a higher quality of images and stereo graphics in the virtual world. The understanding of the close relation between the aesthetic quality of the virtual environment and the resulting human perception is the key to developing an impressive virtual experience.
The Virtual University: Organizing To Survive in the 21st Century.
ERIC Educational Resources Information Center
Stallings, Dees
2001-01-01
Discusses the growth of electronic education and the need to educate in a new environment. Topics include ways to learn; knowledge workers; distance education and globalization; the online education market; government's role; foundations; accreditation commissions; future challenges; content provider versus context provider; profit versus…
Rick, Cathy; Kearns, Martha A; Thompson, Nancy A
2003-01-01
The health care network and hospital system within the Department of Veterans Affairs (VA), the Veterans Health Administration (VHA), provides employment to more than 56,000 nursing personnel and serves as clinical education site to countless other nursing and health professional students. Nurse administrators and educators are posed with the challenge of providing an environment in which each nurse is able to gain needed knowledge, learn new skills, and share and communicate this knowledge with other colleagues. The education of nurses improves the health status of veterans while also realizing individual professional enhancement. Regional and cultural diversity of the system present challenges to education, in both delivery and content. VHA's learning organizations, the Employee Education System and the Office of Special Projects, have maximized new technologies and information systems to provide innovative, virtual education opportunities, capitalizing on the benefits of informal and formal learning, thus moving VHA to the forefront in knowledge sharing and dissemination. The Virtual Learning Center, VA Knowledge Network, Learning Catalog, and VA Learning Online provide VHA's nurses with interactive, desktop virtual learning opportunities.
Experiential Learning and Learning Environments: The Case of Active Listening Skills
ERIC Educational Resources Information Center
Huerta-Wong, Juan Enrique; Schoech, Richard
2010-01-01
Social work education research frequently has suggested an interaction between teaching techniques and learning environments. However, this interaction has never been tested. This study compared virtual and face-to-face learning environments and included active listening concepts to test whether the effectiveness of learning environments depends…
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…
ERIC Educational Resources Information Center
Martins, Nico; Ungerer, Leona M.
2017-01-01
An understanding of the key characteristics and implicit competencies underlying online teaching is essential to distance education institutions that embark on the assertive use of technology in their tuition development and delivery. The Virtual Teaching Dispositions Scale (VTDS) assists in investigating professional teaching dispositions…
Meaningful Learning and Creativity in Virtual Worlds
ERIC Educational Resources Information Center
Ferguson, Rebecca
2011-01-01
Virtual worlds open new possibilities for learners, prompting a reconsideration of how learning takes place, and setting education in a context of playfulness, delight and creativity. They provide environments in which it is not only possible but also necessary to generate and try out ideas. They therefore offer opportunities to explore new…
Learning the Virtual Life: Public Pedagogy in a Digital World
ERIC Educational Resources Information Center
Trifonas, Peter Pericles, Ed.
2011-01-01
Digital technologies have transformed cultural perceptions of learning and what it means to be literate, expanding the importance of experience alongside interpretation and reflection. "Living the Virtual Life" offers ways to consider the local and global effects of digital media on educational environments, as well as the cultural transformations…
NASA Astrophysics Data System (ADS)
Ikeda, Sei; Sato, Tomokazu; Kanbara, Masayuki; Yokoya, Naokazu
2004-05-01
Technology that enables users to experience a remote site virtually is called telepresence. A telepresence system using real environment images is expected to be used in the field of entertainment, medicine, education and so on. This paper describes a novel telepresence system which enables users to walk through a photorealistic virtualized environment by actual walking. To realize such a system, a wide-angle high-resolution movie is projected on an immersive multi-screen display to present users the virtualized environments and a treadmill is controlled according to detected user's locomotion. In this study, we use an omnidirectional multi-camera system to acquire images real outdoor scene. The proposed system provides users with rich sense of walking in a remote site.
Disruptive Technologies in Higher Education
ERIC Educational Resources Information Center
Flavin, Michael
2012-01-01
This paper analyses the role of "disruptive" innovative technologies in higher education. In this country and elsewhere, Higher Education Institutions (HEIs) have invested significant sums in learning technologies, with Virtual Learning Environments (VLEs) being more or less universal, but these technologies have not been universally…
ERIC Educational Resources Information Center
Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine
2012-01-01
Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their…
Chesler, Naomi C; Ruis, A R; Collier, Wesley; Swiecki, Zachari; Arastoopour, Golnaz; Williamson Shaffer, David
2015-02-01
Engineering virtual internships are a novel paradigm for providing authentic engineering experiences in the first-year curriculum. They are both individualized and accommodate large numbers of students. As we describe in this report, this approach can (a) enable students to solve complex engineering problems in a mentored, collaborative environment; (b) allow educators to assess engineering thinking; and (c) provide an introductory experience that students enjoy and find valuable. Furthermore, engineering virtual internships have been shown to increase students'-and especially women's-interest in and motivation to pursue engineering degrees. When implemented in first-year engineering curricula more broadly, the potential impact of engineering virtual internships on the size and diversity of the engineering workforce could be dramatic.
Gdanetz, Lorraine M; Hamer, Mika K; Thomas, Eileen; Tarasenko, Lindsey M; Horton-Deutsch, Sara; Jones, Jacqueline
2018-04-01
A main concern that remains with the continued growth of online nursing education programs is the way educator and student relationships can be affected by new technologies. This interpretive study aims to gain an understanding of how technology influences the development of interpersonal relationships between the student and faculty in a virtual learning environment. Using an established structured approach to qualitative metasynthesis, a search was conducted using PubMed, EBSCO, CINAHL, Medline, ProQuest, Ovid Nursing databases, and Google Scholar, focused on caring and relational aspects of online nursing education. Technology alters communication, thereby positioning the intentionality of the educator at the heart of interpersonal relationship development in virtual learning spaces. This interpretive synthesis of prior qualitative research supports the development of a framework for online nursing courses, the need for continuing education of nursing faculty, the value of caring intentions, and enhancement of the educator's technological proficiency. [J Nurs Educ. 2018;57(4):197-202.]. Copyright 2018, SLACK Incorporated.
ERIC Educational Resources Information Center
Franetovic, Marija
2012-01-01
Current educational initiatives encourage the use of authentic learning environments to realistically prepare students for jobs in a constantly changing world. Many students of the Millennial generation may be social media savvy. However, what can be said about learning conditions and student readiness for active, reflective and collaborative…
The charged particle accelerators subsystems modeling
NASA Astrophysics Data System (ADS)
Averyanov, G. P.; Kobylyatskiy, A. V.
2017-01-01
Presented web-based resource for information support the engineering, science and education in Electrophysics, containing web-based tools for simulation subsystems charged particle accelerators. Formulated the development motivation of Web-Environment for Virtual Electrophysical Laboratories. Analyzes the trends of designs the dynamic web-environments for supporting of scientific research and E-learning, within the framework of Open Education concept.
ERIC Educational Resources Information Center
Masson, Steve; Vazquez-Abad, Jesus
2006-01-01
This paper proposes a new way to integrate history of science in science education to promote conceptual change by introducing the notion of historical microworld, which is a computer-based interactive learning environment respecting historic conceptions. In this definition, "interactive" means that the user can act upon the virtual environment by…
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
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.
Virtual-reality-based educational laboratories in fiber optic engineering
NASA Astrophysics Data System (ADS)
Hayes, Dana; Turczynski, Craig; Rice, Jonny; Kozhevnikov, Michael
2014-07-01
Researchers and educators have observed great potential in virtual reality (VR) technology as an educational tool due to its ability to engage and spark interest in students, thus providing them with a deeper form of knowledge about a subject. The focus of this project is to develop an interactive VR educational module, Laser Diode Characteristics and Coupling to Fibers, to integrate into a fiber optics laboratory course. The developed module features a virtual laboratory populated with realistic models of optical devices in which students can set up and perform an optical experiment dealing with laser diode characteristics and fiber coupling. The module contains three increasingly complex levels for students to navigate through, with a short built-in quiz after each level to measure the student's understanding of the subject. Seventeen undergraduate students learned fiber coupling concepts using the designed computer simulation in a non-immersive desktop virtual environment (VE) condition. The analysis of students' responses on the updated pre- and post tests show statistically significant improvement of the scores for the post-test as compared to the pre-test. In addition, the students' survey responses suggest that they found the module very useful and engaging. The conducted study clearly demonstrated the feasibility of the proposed instructional technology for engineering education, where both the model of instruction and the enabling technology are equally important, in providing a better learning environment to improve students' conceptual understanding as compared to other instructional approaches.
Virtual Simulated Care Coordination Rounds for Nursing Students.
Badowski, Donna M
Implementation of the Affordable Care Act has nursing education reflecting on paradigm shifts in order to prepare nursing students for the evolving health care environment. The traditional focus of nursing education on nursing care in acute care settings does not provide learning experiences in care coordination and transitional care management skills. Virtual simulated care coordination rounds, using the National League for Nursing Advancing Care Excellence resources, offer nursing students an innovative experience in care coordination and transition care management.
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…
Immersive virtual reality for visualization of abdominal CT
NASA Astrophysics Data System (ADS)
Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A.; Bodenheimer, Robert E.
2013-03-01
Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.
Immersive Virtual Reality for Visualization of Abdominal CT.
Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A; Bodenheimer, Robert E
2013-03-28
Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two-dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.
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
A CALL for Evolving Teacher Education through 3D Microteaching
ERIC Educational Resources Information Center
Pappa, Giouli; Papadima-Sophocleous, Salomi
2016-01-01
This paper describes micro-teaching delivery in virtual worlds. Emphasis is placed on examining the effectiveness of Singularity Viewer, an Internet-based Multi-User Virtual Environment (MUVE) as the tool used for assessment of the student teacher performance. The overall goal of this endeavour lies in exploiting the opportunities derived from…
Designing Virtual Worlds for Use in Mathematics Education.
ERIC Educational Resources Information Center
Winn, William; Bricken, William
Virtual Reality (VR) is a computer generated, multi-dimensional, inclusive environment that can build axioms of algebra into the behavior of the world. This paper discusses the use of VR to represent part of the algebra curriculum in order to improve students' classroom experiences in learning algebra. Students learn to construct their knowledge…
Exploring the Strategies for a Community College Transition into a Cloud-Computing Environment
ERIC Educational Resources Information Center
DeBary, Narges
2017-01-01
The use of the Internet has resulted in the birth of an innovative virtualization technology called cloud computing. Virtualization can tremendously improve the instructional and operational systems of a community college. Although the incidental adoption of the cloud solutions in the community colleges of higher education has been increased,…
ERIC Educational Resources Information Center
Koretsky, Milo D.; Kelly, Christine; Gummer, Edith
2011-01-01
The instructional design and the corresponding research on student learning of two virtual laboratories that provide an engineering task situated in an industrial context are described. In this problem-based learning environment, data are generated dynamically based on each student team's distinct choices of reactor parameters and measurements.…
Multi-Level Adaptation in End-User Development of 3D Virtual Chemistry Experiments
ERIC Educational Resources Information Center
Liu, Chang; Zhong, Ying
2014-01-01
Multi-level adaptation in end-user development (EUD) is an effective way to enable non-technical end users such as educators to gradually introduce more functionality with increasing complexity to 3D virtual learning environments developed by themselves using EUD approaches. Parameterization, integration, and extension are three levels of…
Education Student Perceptions of Virtual Reality as a Learning Tool
ERIC Educational Resources Information Center
Domingo, Jelia R.; Bradley, Elizabeth Gates
2018-01-01
The purpose of this study was to ascertain student perceptions of the use and value of three-dimensional virtual environments. A grounded theory approach was used to gather and examine data. Just over half of student participants reported positive experiences. However, most experienced technical difficulties. Despite the technical challenges of…
ERIC Educational Resources Information Center
O'Connor, Eileen A.
2018-01-01
Within an online science teacher education course, an important although secondary goal was to prepare students for a high-stakes licensure portfolio at some time after course completion. Thus, various communication technologies including synchronous virtual reality meetings and asynchronous student self-created video commentaries were interwoven…
ERIC Educational Resources Information Center
Waters, John K.
2009-01-01
In this article, the author talks about the 3D virtual world known as Second Life and its potential as a learning platform. In the last few years, many colleges, universities, and libraries have established resources in what has become the preeminent multiuser virtual environment. Today, more than 100 Second Life "regions" are used for educational…
The Utility of Using Immersive Virtual Environments for the Assessment of Science Inquiry Learning
ERIC Educational Resources Information Center
Code, Jillianne; Clarke-Midura, Jody; Zap, Nick; Dede, Chris
2013-01-01
Determining the effectiveness of any educational technology depends upon teachers' and learners' perception of the functional utility of that tool for teaching, learning, and assessment. The Virtual Performance project at Harvard University is developing and studying the feasibility of using immersive technology to develop performance…
Educational MOO: Text-Based Virtual Reality for Learning in Community. ERIC Digest.
ERIC Educational Resources Information Center
Turbee, Lonnie
MOO stands for "Multi-user domain, Object-Oriented." Early multi-user domains, or "MUDs," began as net-based dungeons-and-dragons type games, but MOOs have evolved from these origins to become some of cyberspace's most fascinating and engaging online communities. MOOs are social environments in a text-based virtual reality…
ERIC Educational Resources Information Center
Andrews, Dee H.; Dineen, Toni; Bell, Herbert H.
1999-01-01
Discusses the use of constructive modeling and virtual simulation in team training; describes a military application of constructive modeling, including technology issues and communication protocols; considers possible improvements; and discusses applications in team-learning environments other than military, including industry and education. (LRW)
In Search of a Method to Assess Dispositional Behaviours: The Case of Otago Virtual Hospital
ERIC Educational Resources Information Center
Loke, Swee-Kin; Blyth, Phil; Swan, Judith
2012-01-01
While the potentials of virtual worlds to support experiential learning in medical education are well documented, assessment of student learning within these environments is relatively scarce and often incongruent. In this article, a conceptual framework is proposed for formatively assessing dispositional behaviours in scenario-based learning…
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…
ERIC Educational Resources Information Center
Jou, Min; Liu, Chi-Chia
2012-01-01
This article describes an implementation of interactive virtual environments that have been designed for supporting the education of technical skills in material processing technology. The developed web-based systems provide the capability to train students in the technical skills of material processing technology without the need to work on…
Considering the Virtual Classroom: A Call to Middle Level Education Programs
ERIC Educational Resources Information Center
Eisenbach, Brooke B.
2016-01-01
Today's classrooms are changing and moving beyond the walls of a traditional school environment. With each passing year, a growing population of middle level learners are logging into full-time or blended learning virtual courses. However, teachers often lack the training and experience necessary to address the developmental needs of middle level…
ERIC Educational Resources Information Center
Cooper, Karen E.
2009-01-01
Virtual Worlds have become an attractive platform for work, play, and learning. Businesses, including the public sector and academia, are increasingly investing their time, money, and attention to understanding the value of virtual worlds as a productivity tool. For example, educators are leading the way with research in Second Life, one of the…
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…
A Novel Group Engagement Score for Virtual Learning Environments
ERIC Educational Resources Information Center
Castellanos, Jorge; Haya, Pablo A.; Urquiza-Fuentes, Jaime
2017-01-01
STEM (Science, Technology, Engineering, and Math) education is currently receiving much attention from governments and educational institutions. Our work is based on active learning and video-based learning approaches to support STEM education. Here, we aimed to increase students' engagement through reflective processes that embrace video…
Virtual Reality Educational Tool for Human Anatomy.
Izard, Santiago González; Juanes Méndez, Juan A; Palomera, Pablo Ruisoto
2017-05-01
Virtual Reality is becoming widespread in our society within very different areas, from industry to entertainment. It has many advantages in education as well, since it allows visualizing almost any object or going anywhere in a unique way. We will be focusing on medical education, and more specifically anatomy, where its use is especially interesting because it allows studying any structure of the human body by placing the user inside each one. By allowing virtual immersion in a body structure such as the interior of the cranium, stereoscopic vision goggles make these innovative teaching technologies a powerful tool for training in all areas of health sciences. The aim of this study is to illustrate the teaching potential of applying Virtual Reality in the field of human anatomy, where it can be used as a tool for education in medicine. A Virtual Reality Software was developed as an educational tool. This technological procedure is based entirely on software which will run in stereoscopic goggles to give users the sensation of being in a virtual environment, clearly showing the different bones and foramina which make up the cranium, and accompanied by audio explanations. Throughout the results the structure of the cranium is described in detailed from both inside and out. Importance of an exhaustive morphological knowledge of cranial fossae is further discussed. Application for the design of microsurgery is also commented.
Molecular Rift: Virtual Reality for Drug Designers.
Norrby, Magnus; Grebner, Christoph; Eriksson, Joakim; Boström, Jonas
2015-11-23
Recent advances in interaction design have created new ways to use computers. One example is the ability to create enhanced 3D environments that simulate physical presence in the real world--a virtual reality. This is relevant to drug discovery since molecular models are frequently used to obtain deeper understandings of, say, ligand-protein complexes. We have developed a tool (Molecular Rift), which creates a virtual reality environment steered with hand movements. Oculus Rift, a head-mounted display, is used to create the virtual settings. The program is controlled by gesture-recognition, using the gaming sensor MS Kinect v2, eliminating the need for standard input devices. The Open Babel toolkit was integrated to provide access to powerful cheminformatics functions. Molecular Rift was developed with a focus on usability, including iterative test-group evaluations. We conclude with reflections on virtual reality's future capabilities in chemistry and education. Molecular Rift is open source and can be downloaded from GitHub.
Ruppert, Barb
2011-03-01
Virtual reality is increasingly used for education and treatment in the fields of health and medicine. What is the health potential of virtual reality technology from the software development industry perspective? This article presents interviews with Ben Sawyer of Games for Health, Dr. Walter Greenleaf of InWorld Solutions, and Dr. Ernie Medina of MedPlay Technologies. Games for Health brings together researchers, medical professionals, and game developers to share information on the impact that game technologies can have on health, health care, and policy. InWorld is an Internet-based virtual environment designed specifically for behavioral health care. MedPlay Technologies develops wellness training programs that include exergaming technology. The interviewees share their views on software development and other issues that must be addressed to advance the field of virtual reality for health applications. © 2011 Diabetes Technology Society.
ERIC Educational Resources Information Center
Thies, Anna-Lena; Weissenstein, Anne; Haulsen, Ivo; Marschall, Bernhard; Friederichs, Hendrik
2014-01-01
Simulation as a tool for medical education has gained considerable importance in the past years. Various studies have shown that the mastering of basic skills happens best if taught in a realistic and workplace-based context. It is necessary that simulation itself takes place in the realistic background of a genuine clinical or in an accordingly…
Special Education Related Services and Distance Education in the 21st Century Classroom
ERIC Educational Resources Information Center
Pantazis, Mary Ellen
2013-01-01
This exploratory study addresses special education related services and the requirements when a school-aged student with a disability attends school using synchronous distance education tools to access the least restrictive environment. The researcher examines these placements to explore the implications virtual schooling has on students receiving…
Virtual reality in medical education and assessment
NASA Technical Reports Server (NTRS)
Sprague, Laurie A.; Bell, Brad; Sullivan, Tim; Voss, Mark; Payer, Andrew F.; Goza, Stewart Michael
1994-01-01
The NASA Johnson Space Center (JSC)/LinCom Corporation, the University of Texas Medical Branch at Galveston (UTMB), and the Galveston Independent School District (GISD) have teamed up to develop a virtual visual environment display (VIVED) that provides a unique educational experience using virtual reality (VR) technologies. The VIVED end product will be a self-contained educational experience allowing students a new method of learning as they interact with the subject matter through VR. This type of interface is intuitive and utilizes spatial and psychomotor abilities which are now constrained or reduced by the current two dimensional terminals and keyboards. The perpetual challenge to educators remains the identification and development of methodologies which conform the learners abilities and preferences. The unique aspects of VR provide an opportunity to explore a new educational experience. Endowing medical students with an understanding of the human body poses some difficulty challenges. One of the most difficult is to convey the three dimensional nature of anatomical structures. The ideal environment for addressing this problem would be one that allows students to become small enough to enter the body and travel through it - much like a person walks through a building. By using VR technology, this effect can be achieved; when VR is combined with multimedia technologies, the effect can be spectacular.
NASA Astrophysics Data System (ADS)
Granshaw, F. D.
2016-12-01
One of the key challenges of sustainability and climate education is one of accessibility. For example many of the sites where significant climate research is taking place in National Parks are largely inaccessible to the average park visitor. Likewise, taking students to visit exemplary efforts in environmentally sustainable design or habitat restoration projects may be logistically difficult or impossible for the average class. Yet despite these difficulties, finding ways to give students, park visitors, and the general public a chance to explore these areas is critical to their developing sustainability and climate literacy. To address this issue, the author has been working with National Park staff and community groups to develop desktop virtual reality environments that showcase glacier-climate research sites, developments designed with environmental sustainability in mind, and urban watersheds being rehabilitated by volunteer groups and public agencies. These environments provide the user with a chance to take a virtual walk through a site of interest, access data collected at the site, and even listen to researchers and site stewards talk about key activities taking place there. Though they are used as proxies for actual visits via independent on-line exploration, media for public talks, or the framework for student lab exercises, they these virtual environments have also been used to encourage and guide actual sites visits. A focus of this talk will be a recently launched project involving the construction of a library showcasing environmental sustainability projects in the Portland Metropolitan area. In addition to being a resource for local sustainability educators, the library will be a contribution to international sustainability education efforts as it is being developed under the umbrella of a UN affiliate (Greater Portland Sustainability Education Network).
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,…
Virtual microscopy and digital pathology in training and education.
Hamilton, Peter W; Wang, Yinhai; McCullough, Stephen J
2012-04-01
Traditionally, education and training in pathology has been delivered using textbooks, glass slides and conventional microscopy. Over the last two decades, the number of web-based pathology resources has expanded dramatically with centralized pathological resources being delivered to many students simultaneously. Recently, whole slide imaging technology allows glass slides to be scanned and viewed on a computer screen via dedicated software. This technology is referred to as virtual microscopy and has created enormous opportunities in pathological training and education. Students are able to learn key histopathological skills, e.g. to identify areas of diagnostic relevance from an entire slide, via a web-based computer environment. Students no longer need to be in the same room as the slides. New human-computer interfaces are also being developed using more natural touch technology to enhance the manipulation of digitized slides. Several major initiatives are also underway introducing online competency and diagnostic decision analysis using virtual microscopy and have important future roles in accreditation and recertification. Finally, researchers are investigating how pathological decision-making is achieved using virtual microscopy and modern eye-tracking devices. Virtual microscopy and digital pathology will continue to improve how pathology training and education is delivered. © 2012 The Authors APMIS © 2012 APMIS.
ERIC Educational Resources Information Center
Trotter, Andrew
2008-01-01
For educators who think real life does not offer enough opportunities to practice their profession, there is Second Life, an Internet-based virtual environment that counts thousands of educators among its enthusiasts. Second Life bears a passing resemblance to an online game, with users represented by digitally drawn characters, called avatars,…
Videoconference Teaching for Graduate Courses in Educational Administration
ERIC Educational Resources Information Center
Brien, Ken
2010-01-01
One of the "tidal dilemmas" addressed by the 2009 Society for Teaching and Learning in Higher Education conference concerned physical vs. virtual learning environments. Videoconference teaching is an alternative to traditional classroom instruction and a subset of the broader field of distance education. Based on my recent experiences…
Intelligent Learning Management Systems: Definition, Features and Measurement of Intelligence
ERIC Educational Resources Information Center
Fardinpour, Ali; Pedram, Mir Mohsen; Burkle, Martha
2014-01-01
Virtual Learning Environments have been the center of attention in the last few decades and help educators tremendously with providing students with educational resources. Since artificial intelligence was used for educational proposes, learning management system developers showed much interest in making their products smarter and more…
Designing 3 Dimensional Virtual Reality Using Panoramic Image
NASA Astrophysics Data System (ADS)
Wan Abd Arif, Wan Norazlinawati; Wan Ahmad, Wan Fatimah; Nordin, Shahrina Md.; Abdullah, Azrai; Sivapalan, Subarna
The high demand to improve the quality of the presentation in the knowledge sharing field is to compete with rapidly growing technology. The needs for development of technology based learning and training lead to an idea to develop an Oil and Gas Plant Virtual Environment (OGPVE) for the benefit of our future. Panoramic Virtual Reality learning based environment is essential in order to help educators overcome the limitations in traditional technical writing lesson. Virtual reality will help users to understand better by providing the simulations of real-world and hard to reach environment with high degree of realistic experience and interactivity. Thus, in order to create a courseware which will achieve the objective, accurate images of intended scenarios must be acquired. The panorama shows the OGPVE and helps to generate ideas to users on what they have learnt. This paper discusses part of the development in panoramic virtual reality. The important phases for developing successful panoramic image are image acquisition and image stitching or mosaicing. In this paper, the combination of wide field-of-view (FOV) and close up image used in this panoramic development are also discussed.
Using Virtualization to Integrate Weather, Climate, and Coastal Science Education
NASA Astrophysics Data System (ADS)
Davis, J. R.; Paramygin, V. A.; Figueiredo, R.; Sheng, Y.
2012-12-01
To better understand and communicate the important roles of weather and climate on the coastal environment, a unique publically available tool is being developed to support research, education, and outreach activities. This tool uses virtualization technologies to facilitate an interactive, hands-on environment in which students, researchers, and general public can perform their own numerical modeling experiments. While prior efforts have focused solely on the study of the coastal and estuary environments, this effort incorporates the community supported weather and climate model (WRF-ARW) into the Coastal Science Educational Virtual Appliance (CSEVA), an education tool used to assist in the learning of coastal transport processes; storm surge and inundation; and evacuation modeling. The Weather Research and Forecasting (WRF) Model is a next-generation, community developed and supported, mesoscale numerical weather prediction system designed to be used internationally for research, operations, and teaching. It includes two dynamical solvers (ARW - Advanced Research WRF and NMM - Nonhydrostatic Mesoscale Model) as well as a data assimilation system. WRF-ARW is the ARW dynamics solver combined with other components of the WRF system which was developed primarily at NCAR, community support provided by the Mesoscale and Microscale Meteorology (MMM) division of National Center for Atmospheric Research (NCAR). Included with WRF is the WRF Pre-processing System (WPS) which is a set of programs to prepare input for real-data simulations. The CSEVA is based on the Grid Appliance (GA) framework and is built using virtual machine (VM) and virtual networking technologies. Virtualization supports integration of an operating system, libraries (e.g. Fortran, C, Perl, NetCDF, etc. necessary to build WRF), web server, numerical models/grids/inputs, pre-/post-processing tools (e.g. WPS / RIP4 or UPS), graphical user interfaces, "Cloud"-computing infrastructure and other tools into a single ready-to-use package. Thus, the previous ornery task of setting up and compiling these tools becomes obsolete and the research, educator or student can focus on using the tools to study the interactions between weather, climate and the coastal environment. The incorporation of WRF into the CSEVA has been designed to be synergistic with the extensive online tutorials and biannual tutorials hosted by NCAR. Included are working examples of the idealized test simulations provided with WRF (2D sea breeze and squalls, a large eddy simulation, a Held and Suarez simulation, etc.) To demonstrate the integration of weather, coastal and coastal science education, example applications are being developed to demonstrate how the system can be used to couple a coastal and estuarine circulation, transport and storm surge model with downscale reanalysis weather and future climate predictions. Documentation, tutorials and the enhanced CSEVA itself will be found on the web at: http://cseva.coastal.ufl.edu.
Foreign language learning in immersive virtual environments
NASA Astrophysics Data System (ADS)
Chang, Benjamin; Sheldon, Lee; Si, Mei; Hand, Anton
2012-03-01
Virtual reality has long been used for training simulations in fields from medicine to welding to vehicular operation, but simulations involving more complex cognitive skills present new design challenges. Foreign language learning, for example, is increasingly vital in the global economy, but computer-assisted education is still in its early stages. Immersive virtual reality is a promising avenue for language learning as a way of dynamically creating believable scenes for conversational training and role-play simulation. Visual immersion alone, however, only provides a starting point. We suggest that the addition of social interactions and motivated engagement through narrative gameplay can lead to truly effective language learning in virtual environments. In this paper, we describe the development of a novel application for teaching Mandarin using CAVE-like VR, physical props, human actors and intelligent virtual agents, all within a semester-long multiplayer mystery game. Students travel (virtually) to China on a class field trip, which soon becomes complicated with intrigue and mystery surrounding the lost manuscript of an early Chinese literary classic. Virtual reality environments such as the Forbidden City and a Beijing teahouse provide the setting for learning language, cultural traditions, and social customs, as well as the discovery of clues through conversation in Mandarin with characters in the game.
'To Boldly Go...' Building a Virtual Classroom
NASA Technical Reports Server (NTRS)
vandeVen, Ryan W.; Meurders, Mary F. E.
2008-01-01
The concept of a Exploration-Based Learning Environment has recently been introduced into the argument that technology can put students back into the field of real learning. IPN has set foot there, where no school has gone before, by actually building a Virtual Classroom.This paper is about our first step towards the Virtual Classroom: Experience-Based Learning by simulations. A field study on the processes involved when going from a regular educational setting to using simulations as part of the educational was done. We discuss eventual pitfalls and the role changes in education for both teacher and pupil, the importance of understanding the psychological process that the pupil goes through and the consequences this has for the guiding staff. Changes are not only necessary to keep up with the change but also to break through the vicious circle of what we call the trend of "Spectacle and Boredom" in education.
Student Perceptions of Constructivist Concepts in Classes Using Virtual Worlds
ERIC Educational Resources Information Center
Bowers, K. Westmoreland
2014-01-01
The purpose of this study was to identify constructivist concepts that are important to student-perceived learning outcomes in college courses that use a virtual world, such as Second Life, as an educational tool. Identification of these concepts will help instructors to make the best use of their course design efforts in mediated environments.…
ERIC Educational Resources Information Center
Bertacchini, Francesca; Bilotta, Eleonora; Pantano, Pietro; Tavernise, Assunta
2012-01-01
In this paper, we present an Edutainment (education plus entertainment) secondary school setting based on the construction of artifacts and manipulation of virtual contents (images, sound, and music) connected to Chaos. This interactive learning environment also foresees the use of a virtual theatre, by which students can manipulate 3D contents…
Virtual Office Hours Using a Tablet PC: E-lluminating Biochemistry in an Online Environment
ERIC Educational Resources Information Center
Kohorst, Kelly; Cox, James R.
2007-01-01
The availability of online collaboration software has provided new opportunities for instructors to interact with students outside the classroom. This report describes how Elluminate "Live!"[R], a particular conferencing software package, can be used with a tablet PC to conduct virtual office hours in a biochemistry course. The educational value…
ERIC Educational Resources Information Center
Schaverien, Lynette
This paper describes a research-based, Web-delivered context, the Generative Virtual Classroom (GVC), in which student teachers can develop their ability to recognize, describe, analyze, and theorize learning, and it reports findings of three investigations into its use. The learning environment aims to exploit the possibilities of advanced…
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…
Flow in E-learning: What Drives It and Why It Matters
ERIC Educational Resources Information Center
Rodríguez-Ardura, Inma; Meseguer-Artola, Antoni
2017-01-01
This paper seeks to explain why some individuals sink further into states of flow than others, and what effects flow has in the context of a virtual education environment. Our findings--gathered from both questionnaire and behavioural data--reveal that flow states are elicited by the e-learners' senses of controlling the virtual education…
Learning in Virtual Worlds: Using Communities of Practice to Explain How People Learn from Play
ERIC Educational Resources Information Center
Oliver, Martin; Carr, Diane
2009-01-01
Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring the experiences of couples that play "World of Warcraft" together. Learning outcomes were…
Air Education and Training Command: Education and Training Technology Application (ETTAP) Program
2007-05-15
benefit vs cost) • Measurable • Completed within approximately 18 months • Of potential use across AETC • Cost ≈ $200K $700K • Current...Airbase Sim MAXWELL Intelligence Tutoring KEESLER Ultimate Virtual Classroom TYNDALL Airborne Warning & Control System Standalone Training...LACKLAND Tablet PCs w/Dog Training LUKE Barry Goldwater Range Live Virtual Data Link LAUGHLIN Virtual Interactive Pattern Environment & Radio
Teaching professionalism through virtual means.
McEvoy, Michelle; Butler, Bryan; MacCarrick, Geraldine
2012-02-01
Virtual patients are used across a variety of clinical disciplines for both teaching and assessment, but are they an appropriate environment in which to develop professional skills? This study aimed to evaluate students' perceived effectiveness of an online interactive virtual patient developed to augment a personal professional development curriculum, and to identify factors that would maximise the associated educational benefits. Student focus group discussions were conducted to explore students' views on the usefulness and acceptability of the virtual patient as an educational tool to teach professionalism, and to identify factors for improvement. A thematic content analysis was used to capture content and synthesise the range of opinions expressed. Overall there was a positive response to the virtual patient. The students recognised the need to teach and assess professionalism throughout their curriculum, and viewed the virtual patient as a potentially engaging and valuable addition to their curriculum. We identified factors for improvement to guide the development of future virtual patients. It is possible to improve approaches to teaching and learning professionalism by exploring students' views on innovative teaching developments designed to augment personal professional development curricula. © Blackwell Publishing Ltd 2012.
Environments for online maritime simulators with cloud computing capabilities
NASA Astrophysics Data System (ADS)
Raicu, Gabriel; Raicu, Alexandra
2016-12-01
This paper presents the cloud computing environments, network principles and methods for graphical development in realistic naval simulation, naval robotics and virtual interactions. The aim of this approach is to achieve a good simulation quality in large networked environments using open source solutions designed for educational purposes. Realistic rendering of maritime environments requires near real-time frameworks with enhanced computing capabilities during distance interactions. E-Navigation concepts coupled with the last achievements in virtual and augmented reality will enhance the overall experience leading to new developments and innovations. We have to deal with a multiprocessing situation using advanced technologies and distributed applications using remote ship scenario and automation of ship operations.
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…
What can virtual patient simulation offer mental health nursing education?
Guise, V; Chambers, M; Välimäki, M
2012-06-01
This paper discusses the use of simulation in nursing education and training, including potential benefits and barriers associated with its use. In particular, it addresses the hitherto scant application of diverse simulation devices and dedicated simulation scenarios in psychiatric and mental health nursing. It goes on to describe a low-cost, narrative-based virtual patient simulation technique which has the potential for wide application within health and social care education. An example of the implementation of this technology in a web-based pilot course for acute mental health nurses is given. This particular virtual patient technique is a simulation type ideally suited to promoting essential mental health nursing skills such as critical thinking, communication and decision making. Furthermore, it is argued that it is particularly amenable to e-learning and blended learning environments, as well as being an apt tool where multilingual simulations are required. The continued development, implementation and evaluation of narrative virtual patient simulations across a variety of health and social care programmes would help ascertain their success as an educational tool. © 2011 Blackwell Publishing.
Workshop Report on Virtual Worlds and Immersive Environments
NASA Technical Reports Server (NTRS)
Langhoff, Stephanie R.; Cowan-Sharp, Jessy; Dodson, Karen E.; Damer, Bruce; Ketner, Bob
2009-01-01
The workshop revolved around three framing ideas or scenarios about the evolution of virtual environments: 1. Remote exploration: The ability to create high fidelity environments rendered from external data or models such that exploration, design and analysis that is truly interoperable with the physical world can take place within them. 2. We all get to go: The ability to engage anyone in being a part of or contributing to an experience (such as a space mission), no matter their training or location. It is the creation of a new paradigm for education, outreach, and the conduct of science in society that is truly participatory. 3. Become the data: A vision of a future where boundaries between the physical and the virtual have ceased to be meaningful. What would this future look like? Is this plausible? Is it desirable? Why and why not?
Thundercloud: Domain specific information security training for the smart grid
NASA Astrophysics Data System (ADS)
Stites, Joseph
In this paper, we describe a cloud-based virtual smart grid test bed: ThunderCloud, which is intended to be used for domain-specific security training applicable to the smart grid environment. The test bed consists of virtual machines connected using a virtual internal network. ThunderCloud is remotely accessible, allowing students to undergo educational exercises online. We also describe a series of practical exercises that we have developed for providing the domain-specific training using ThunderCloud. The training exercises and attacks are designed to be realistic and to reflect known vulnerabilities and attacks reported in the smart grid environment. We were able to use ThunderCloud to offer practical domain-specific security training for smart grid environment to computer science students at little or no cost to the department and no risk to any real networks or systems.
From Personal to Social: Learning Environments that Work
ERIC Educational Resources Information Center
Camacho, Mar; Guilana, Sonia
2011-01-01
VLE (Virtual Learning Environments) are rapidly falling short to meet the demands of a networked society. Web 2.0 and social networks are proving to offer a more personalized, open environment for students to learn formally as they are already doing informally. With the irruption of social media into society, and therefore, education, many voices…
ERIC Educational Resources Information Center
Tutwiler, M. Shane; Lin, Ming-Chao; Chang, Chun-Yen
2013-01-01
In this study, a follow-up analysis of the data reported in Lin et al. ("Learn Media Technol." doi: 10.1080/17439884.2011.629660 , 2011), we investigated the relationship between student use of a virtual field trip (VFT) system and the probability of students reporting wanting to visit the national park site upon which the VFT was modeled,…
ARTEMIS: Reinvigorating History and Theory in Art and Design Education
ERIC Educational Resources Information Center
Janet, Jeff; Miles, Melissa
2009-01-01
ARTEMIS (Art Educational Multiplayer Interactive Space) is an online multi-user virtual environment that is designed around the objects, artefacts, philosophies, personalities and critical discourses of the histories and theories of art and design. Conceived as a means of reinvigorating art history and theory education in the digital age, ARTEMIS…
The Transition to Diverse Online Teaching and Student Learning in Higher Education
ERIC Educational Resources Information Center
Miller, Melissa L.
2015-01-01
This paper addresses the concern of educating diverse university students in an increasingly digital environment. Specifically, educators question the quality of student online research skills and how to address gaps in research skills in both the virtual and physical classroom. A 2012 survey conducted by the Pew Research Center in collaboration…
Does Online Game-Based Learning Work in Formal Education at School? A Case Study of VISOLE
ERIC Educational Resources Information Center
Jong, Morris S. Y.
2015-01-01
VISOLE (Virtual Interactive Student-Oriented Environment) is a teacher-facilitated pedagogical approach to integrating constructivist online game-based learning into formal curriculum teaching in school education. This paper reports a case study on the implementation of VISOLE in secondary Geography education. We compared the pedagogical…
MOOving around the Net: The Educational Potential of MOOs.
ERIC Educational Resources Information Center
1996
The use of MOOs, multi-user simulated environments in education examined in three papers include: "MOOving around the Net: The Educational Potential of MOOs: A Point of View" (Daniel Ingvarson); "MOOing in a Foreign Language: How, Why and Who?" (Lonnie Turbee) and "MOOving around the Net: Real to Virtual and Back…
The Intersection of Social Presence and Impression Management in Online Learning Environments
ERIC Educational Resources Information Center
Houtman, Eveline; Makos, Alexandra; Meacock, Heather-Lynne
2014-01-01
In our day-to-day routines, we are being asked to extend ourselves into virtual environments that capture mere glimpses of who we are and what we think. As education focuses on the development of online learning environments, we are once again asked to recreate ourselves for another environment. This article explores aspects of social presence and…
The VREST learning environment.
Kunst, E E; Geelkerken, R H; Sanders, A J B
2005-01-01
The VREST learning environment is an integrated architecture to improve the education of health care professionals. It is a combination of a learning, content and assessment management system based on virtual reality. The generic architecture is now being build and tested around the Lichtenstein protocol for hernia inguinalis repair.
The Centralisation Dilemma in Educational IT
ERIC Educational Resources Information Center
Weller, Martin
2010-01-01
The trend with organisational adoption of virtual learning environments (VLE) seems to be cyclical. Initially, a decentralised approach was adopted, wherein each department implemented different learning environments or mixtures of technology, often developed in-house. The last five years have seen an increased centralisation of learning…
Virtual reality simulation: using three-dimensional technology to teach nursing students.
Jenson, Carole E; Forsyth, Diane McNally
2012-06-01
The use of computerized technology is rapidly growing in the classroom and in healthcare. An emerging computer technology strategy for nursing education is the use of virtual reality simulation. This computer-based three-dimensional educational tool simulates real-life patient experiences in a risk-free environment, allows for repeated practice sessions, requires clinical decision making, exposes students to diverse patient conditions, provides immediate feedback, and is portable. The purpose of this article was to review the importance of virtual reality simulation as a computerized teaching strategy. In addition, a project to explore readiness of nursing faculty at one major Midwestern university for the use of virtual reality simulation as a computerized teaching strategy is described where faculty thought virtual reality simulation would increase students' knowledge of an intravenous line insertion procedure. Faculty who practiced intravenous catheter insertion via virtual reality simulation expressed a wide range of learning experiences from using virtual reality simulation that is congruent with the literature regarding the barriers to student learning. Innovative teaching strategies, such as virtual reality simulation, address barriers of increasing patient acuity, high student-to-faculty ratio, patient safety concerns from faculty, and student anxiety and can offer rapid feedback to students.
Experimenting with the virtual environment Moodle in Physics Education
NASA Astrophysics Data System (ADS)
Martins, Maria Ines; Dickman, Adriana
2008-03-01
The master's program in Physics Education of the Catholic University in the state of Minas Gerais, Brazil, includes the discipline ``Digital technologies in Physics education.'' The main goal of this discipline is to discuss the role of Information and Communication Technology (ICT) in the process of learning-teaching science. We introduce our students to several virtual platforms, both free and commercial, discussing their functionality and features. We encourage our students to get in touch with computer tools and resources by planning their own computer based course using the Moodle platform. We discuss different patterns of virtual environment courses, whose proposals are centered mainly in the students, or teacher-centered or even system-centered. The student is free to choose between only one topic and a year course to work with, since their interests vary from learning something more about a specific subject to a complete e-learning course covering the entire school year. (The courses are available online in the address sitesinf01.pucmg.br/moodle. Participation only requires filling out an application form.) After three editions of this discipline, we have several courses available. We realize that students tend to focus on traditional methods, always preserving their role as knowledge-givers. In conclusion, we can say that, in spite of exhaustive discussion about autonomy involved with ICTs abilities, most of the students used the new virtual medium to organize traditional teacher-centered courses.
State-of-the-Art of Virtual Reality Technologies for Children on the Autism Spectrum
ERIC Educational Resources Information Center
Parsons, Sarah; Cobb, Sue
2011-01-01
In the past decade there has been a rapid advance in the use of virtual reality (VR) technologies for leisure, training and education. VR is argued to offer particular benefits for children on the autism spectrum, chiefly because it can offer simulations of authentic real-world situations in a carefully controlled and safe environment. Given the…
ERIC Educational Resources Information Center
Strang, Kenneth David
2011-01-01
Virtual learning is a popular teaching modality, and it has been reported in research that there is no significant difference in academic outcome as compared with face-to-face courses. Not all researchers agree with this assertion and some claim it is more difficult to teach math-oriented subjects online. Given that educational psychology theories…
Problem-Based Learning Spanning Real and Virtual Words: A Case Study in Second Life
ERIC Educational Resources Information Center
Good, Judith; Howland, Katherine; Thackray, Liz
2008-01-01
There is a growing use of immersive virtual environments for educational purposes. However, much of this activity is not yet documented in the public domain, or is descriptive rather than analytical. This paper presents a case study in which university students were tasked with building an interactive learning experience using Second Life as a…
ERIC Educational Resources Information Center
Tarng, Wernhuar; Ou, Kuo-Liang; Tsai, Wen-Shin; Lin, Yu-Si; Hsu, Chen-Kai
2010-01-01
Ecological ponds can be a good teaching tool for science teachers, but they must be built and maintained properly to provide students with a safe and suitable learning environment. However, many schools do not have the ability to build and maintain an ecological pond. This study used virtual reality technology to develop a web-based virtual…
A Cross-Case Analysis of Gender Issues in Desktop Virtual Reality Learning Environments
ERIC Educational Resources Information Center
Ausburn, Lynna J.; Martens, Jon; Washington, Andre; Steele, Debra; Washburn, Earlene
2009-01-01
This study examined gender-related issues in using new desktop virtual reality (VR) technology as a learning tool in career and technical education (CTE). Using relevant literature, theory, and cross-case analysis of data and findings, the study compared and analyzed the outcomes of two recent studies conducted by a research team at Oklahoma State…
ERIC Educational Resources Information Center
Helle, Laura; Nivala, Markus; Kronqvist, Pauliina
2013-01-01
The adoption of virtual microscopy at the University of Turku, Finland, created a unique real-world laboratory for exploring ways of reforming the learning environment. The purpose of this study was to evaluate the students' reactions and the impact of a set of measures designed to boost an experimental group's understanding of abnormal histology…
Gamification and Multimedia for Medical Education: A Landscape Review.
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.
Grappling with Strategic Dissonance.
ERIC Educational Resources Information Center
Dowie, Sandra
2002-01-01
Presents a case study of the Virtual Retina project (an instructional CD-ROM for ophthalmology students) at the University of Alberta as an example of strategic dissonance in an educational technology unit. Offers methods to analyze the external competitive environment and internal capabilities of educational technology units. (EV)
ERIC Educational Resources Information Center
Cela-Ranilla, Jose María; Esteve-Gonzalez, Vanessa; Esteve-Mon, Francesc; Gisbert-Cervera, Merce
2014-01-01
In this study we analyze how 57 Spanish university students of Education developed a learning process in a virtual world by conducting activities that involved the skill of self-management. The learning experience comprised a serious game designed in a 3D simulation environment. Descriptive statistics and non-parametric tests were used in the…
ERIC Educational Resources Information Center
Kör, Hakan; Erbay, Hasan; Engin, Melih
2016-01-01
In this global world in which educational technologies have developed at such a great pace, it is possible to say that administrators in the education sector are obliged with serious roles with regard to keeping up with the evolving technology and the management of education in this virtual environment. In the present study utilizing screening…
NASA Astrophysics Data System (ADS)
Demir, I.
2015-12-01
Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. This presentation showcase information communication interfaces, games, and virtual and immersive reality applications for supporting teaching and learning of concepts in atmospheric and hydrological sciences. The information communication platforms utilizes latest web technologies and allow accessing and visualizing large scale data on the web. The simulation system is a web-based 3D interactive learning environment for teaching hydrological and atmospheric processes and concepts. The simulation systems provides a visually striking platform with realistic terrain and weather information, and water simulation. The web-based simulation system provides an environment for students to learn about the earth science processes, and effects of development and human activity on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users.
Generating Contextual Descriptions of Virtual Reality (VR) Spaces
NASA Astrophysics Data System (ADS)
Olson, D. M.; Zaman, C. H.; Sutherland, A.
2017-12-01
Virtual reality holds great potential for science communication, education, and research. However, interfaces for manipulating data and environments in virtual worlds are limited and idiosyncratic. Furthermore, speech and vision are the primary modalities by which humans collect information about the world, but the linking of visual and natural language domains is a relatively new pursuit in computer vision. Machine learning techniques have been shown to be effective at image and speech classification, as well as at describing images with language (Karpathy 2016), but have not yet been used to describe potential actions. We propose a technique for creating a library of possible context-specific actions associated with 3D objects in immersive virtual worlds based on a novel dataset generated natively in virtual reality containing speech, image, gaze, and acceleration data. We will discuss the design and execution of a user study in virtual reality that enabled the collection and the development of this dataset. We will also discuss the development of a hybrid machine learning algorithm linking vision data with environmental affordances in natural language. Our findings demonstrate that it is possible to develop a model which can generate interpretable verbal descriptions of possible actions associated with recognized 3D objects within immersive VR environments. This suggests promising applications for more intuitive user interfaces through voice interaction within 3D environments. It also demonstrates the potential to apply vast bodies of embodied and semantic knowledge to enrich user interaction within VR environments. This technology would allow for applications such as expert knowledge annotation of 3D environments, complex verbal data querying and object manipulation in virtual spaces, and computer-generated, dynamic 3D object affordances and functionality during simulations.
Virtual Reality for Pediatric Sedation: A Randomized Controlled Trial Using Simulation.
Zaveri, Pavan P; Davis, Aisha B; O'Connell, Karen J; Willner, Emily; Aronson Schinasi, Dana A; Ottolini, Mary
2016-02-09
Team training for procedural sedation for pediatric residents has traditionally consisted of didactic presentations and simulated scenarios using high-fidelity mannequins. We assessed the effectiveness of a virtual reality module in teaching preparation for and management of sedation for procedures. After developing a virtual reality environment in Second Life® (Linden Lab, San Francisco, CA) where providers perform and recover patients from procedural sedation, we conducted a randomized controlled trial to assess the effectiveness of the virtual reality module versus a traditional web-based educational module. A 20 question pre- and post-test was administered to assess knowledge change. All subjects participated in a simulated pediatric procedural sedation scenario that was video recorded for review and assessed using a 32-point checklist. A brief survey elicited feedback on the virtual reality module and the simulation scenario. The median score on the assessment checklist was 75% for the intervention group and 70% for the control group (P = 0.32). For the knowledge tests, there was no statistically significant difference between the groups (P = 0.14). Users had excellent reviews of the virtual reality module and reported that the module added to their education. Pediatric residents performed similarly in simulation and on a knowledge test after a virtual reality module compared with a traditional web-based module on procedural sedation. Although users enjoyed the virtual reality experience, these results question the value virtual reality adds in improving the performance of trainees. Further inquiry is needed into how virtual reality provides true value in simulation-based education.
Virtual Reality for Pediatric Sedation: A Randomized Controlled Trial Using Simulation
Davis, Aisha B; O'Connell, Karen J; Willner, Emily; Aronson Schinasi, Dana A; Ottolini, Mary
2016-01-01
Introduction: Team training for procedural sedation for pediatric residents has traditionally consisted of didactic presentations and simulated scenarios using high-fidelity mannequins. We assessed the effectiveness of a virtual reality module in teaching preparation for and management of sedation for procedures. Methods: After developing a virtual reality environment in Second Life® (Linden Lab, San Francisco, CA) where providers perform and recover patients from procedural sedation, we conducted a randomized controlled trial to assess the effectiveness of the virtual reality module versus a traditional web-based educational module. A 20 question pre- and post-test was administered to assess knowledge change. All subjects participated in a simulated pediatric procedural sedation scenario that was video recorded for review and assessed using a 32-point checklist. A brief survey elicited feedback on the virtual reality module and the simulation scenario. Results: The median score on the assessment checklist was 75% for the intervention group and 70% for the control group (P = 0.32). For the knowledge tests, there was no statistically significant difference between the groups (P = 0.14). Users had excellent reviews of the virtual reality module and reported that the module added to their education. Conclusions: Pediatric residents performed similarly in simulation and on a knowledge test after a virtual reality module compared with a traditional web-based module on procedural sedation. Although users enjoyed the virtual reality experience, these results question the value virtual reality adds in improving the performance of trainees. Further inquiry is needed into how virtual reality provides true value in simulation-based education. PMID:27014520
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…
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.
Estimating Distance in Real and Virtual Environments: Does Order Make a Difference?
Ziemer, Christine J.; Plumert, Jodie M.; Cremer, James F.; Kearney, Joseph K.
2010-01-01
This investigation examined how the order in which people experience real and virtual environments influences their distance estimates. Participants made two sets of distance estimates in one of the following conditions: 1) real environment first, virtual environment second; 2) virtual environment first, real environment second; 3) real environment first, real environment second; or 4) virtual environment first, virtual environment second. In Experiment 1, participants imagined how long it would take to walk to targets in real and virtual environments. Participants’ first estimates were significantly more accurate in the real than in the virtual environment. When the second environment was the same as the first environment (real-real and virtual-virtual), participants’ second estimates were also more accurate in the real than in the virtual environment. When the second environment differed from the first environment (real-virtual and virtual-real), however, participants’ second estimates did not differ significantly across the two environments. A second experiment in which participants walked blindfolded to targets in the real environment and imagined how long it would take to walk to targets in the virtual environment replicated these results. These subtle, yet persistent order effects suggest that memory can play an important role in distance perception. PMID:19525540
ERIC Educational Resources Information Center
Saeed, Nauman; Sinnappan, Sukunesan
2013-01-01
Second Life is a three dimensional multi-user virtual environment within the Web 2.0 suite of applications which has gained wide spread popularity amongst educators in the recent years. However, limited empirical research has been reported on the adoption of Second Life, especially within higher education. The majority of technology adoption…
ERIC Educational Resources Information Center
Hartley, Melissa D.; Ludlow, Barbara L.; Duff, Michael C.
2015-01-01
Many colleges and universities rely upon online programs to support distance delivery of personnel preparation programs in special education and related services. These distance education programs enable individuals who live or work in rural communities to access training programs to earn teaching certification and assist rural schools in…
NASA Astrophysics Data System (ADS)
Klippel, A.; Zhao, J.; Masrur, A.; Wallgruen, J. O.; La Femina, P. C.
2017-12-01
We present work along the virtuality continuum showcasing both AR and VR environments for geoscience applications and research. The AR/VR project focusses on one of the most prominent landmarks on the Penn State campus which, at the same time, is a representation of the geology of Pennsylvania. The Penn State Obelisk is a 32" high, 51 ton monument composed of 281 rocks collected from across Pennsylvania. While information about its origins and composition are scattered in articles and some web databases, we compiled all the available data from the web and archives and curated them as a basis for an immersive xR experience. Tabular data was amended by xR data such as 360° photos, videos, and 3D models (e.g., the Obelisk). Our xR (both AR and VR) prototype provides an immersive analytical environment that supports interactive data visualization and virtual navigation in a natural environment (a campus model of today and of 1896, the year of the Obelisk's installation). This work-in-progress project can provide an interactive immersive learning platform (specifically, for K-12 and introductory level geosciences students) where learning process is enhanced through seamless navigation between 3D data space and physical space. The, second, VR focused application is creating and empirically evaluating virtual reality (VR) experiences for geosciences research, specifically, an interactive volcano experience based on LiDAR and image data of Iceland's Thrihnukar volcano. The prototype addresses the lack of content and tools for immersive virtual reality (iVR) in geoscientific education and research and how to make it easier to integrate iVR into research and classroom experiences. It makes use of environmentally sensed data such that interaction and linked content can be integrated into a single experience. We discuss our workflows as well as methods and authoring tools for iVR analysis and creation of virtual experiences. These methods and tools aim to enhance the utility of geospatial data from repositories such as OpenTopography.org through unlocking treasure-troves of geospatial data for VR applications. Their enhanced accessibility in education and research for the geosciences and beyond will benefit geoscientists and educators who cannot be expected to be VR and 3D application experts.
NASA Astrophysics Data System (ADS)
Moschini, Elena
Academics are beginning to explore the educational potential of Second LifeTM (SL) by setting up inworld educational activities and projects. Given the relative novelty of the use of virtual world environments in higher education many such projects are still at pilot stage. However the initial pilot and experimentation stage will have to be followed by a rigorous evaluation process as for more traditional teaching projects. The chapter addresses issues about SL research tools and research methods. It introduces a "researcher toolkit" that includes: the various stages in the evaluation of SL educational projects and the theoretical framework that can inform such projects; an outline of the inworld tools that can be utilised or customised for academic research purposes; a review of methods for collecting feedback from participants and of the main ethical issues involved in researching virtual world environments; a discussion on the technical skills required to operate a research project in SL. The chapter also offers an indication of the inworld opportunities for the dissemination of SL research findings.
Human-machine interface for a VR-based medical imaging environment
NASA Astrophysics Data System (ADS)
Krapichler, Christian; Haubner, Michael; Loesch, Andreas; Lang, Manfred K.; Englmeier, Karl-Hans
1997-05-01
Modern 3D scanning techniques like magnetic resonance imaging (MRI) or computed tomography (CT) produce high- quality images of the human anatomy. Virtual environments open new ways to display and to analyze those tomograms. Compared with today's inspection of 2D image sequences, physicians are empowered to recognize spatial coherencies and examine pathological regions more facile, diagnosis and therapy planning can be accelerated. For that purpose a powerful human-machine interface is required, which offers a variety of tools and features to enable both exploration and manipulation of the 3D data. Man-machine communication has to be intuitive and efficacious to avoid long accustoming times and to enhance familiarity with and acceptance of the interface. Hence, interaction capabilities in virtual worlds should be comparable to those in the real work to allow utilization of our natural experiences. In this paper the integration of hand gestures and visual focus, two important aspects in modern human-computer interaction, into a medical imaging environment is shown. With the presented human- machine interface, including virtual reality displaying and interaction techniques, radiologists can be supported in their work. Further, virtual environments can even alleviate communication between specialists from different fields or in educational and training applications.
The Implications of Virtual World Technology for K-12 Students in a Foreign Language Course of Study
ERIC Educational Resources Information Center
Parrott, David L.
2014-01-01
The use of virtual world technology for language instruction is a recent development in education. The goal of this study was to provide a functioning 3D environment for German language students to experience as avatars. The student's impressions, attitudes, and perceptions of this learning activity would be recorded and analyzed to see if this…
ERIC Educational Resources Information Center
Evans, Michael A.; Wang, Feihong
2008-01-01
Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently, two opposing views related to game-based identity formation are presented in the literature: the…
The Creation of a Theoretical Framework for Avatar Creation and Revision
ERIC Educational Resources Information Center
Beck, Dennis; Murphy, Cheryl
2014-01-01
Multi-User Virtual Environments (MUVE) are increasingly being used in education and provide environments where users can manipulate minute details of their avatar's appearance including those traditionally associated with gender and race identification. The ability to choose racial and gender characteristics differs from real-world educational…
ICCE/ICCAI 2000 Full & Short Papers (Interactive Learning Environments).
ERIC Educational Resources Information Center
2000
This document contains the full and short papers on interactive learning environments from ICCE/ICCAI 2000 (International Conference on Computers in Education/International Conference on Computer-Assisted Instruction) covering the following topics: a CAL system for appreciation of 3D shapes by surface development; a constructivist virtual physics…
The Comparison of Students' Satisfaction between Ubiquitous and Web-Based Learning Environments
ERIC Educational Resources Information Center
Virtanen, Mari Aulikki; Kääriäinen, Maria; Liikanen, Eeva; Haavisto, Elina
2017-01-01
Higher education is moving towards digitalized learning. The rapid development of technological resources, devices and wireless networks enables more flexible opportunities to study and learn in innovative learning environments. New technologies enable combining of authentic and virtual learning spaces and digital resources as multifunctional…
Networking Labs in the Online Environment: Indicators for Success
ERIC Educational Resources Information Center
Lahoud, Hilmi A.; Krichen, Jack P.
2010-01-01
Several techniques have been used to provide hands-on educational experiences to online learners, including remote labs, simulation software, and virtual labs, which offer a more structured environment, including simulations and scheduled asynchronous access to physical resources. This exploratory study investigated how these methods can be used…
Virtual reality training for health-care professionals.
Mantovani, Fabrizia; Castelnuovo, Gianluca; Gaggioli, Andrea; Riva, Giuseppe
2003-08-01
Emerging changes in health-care delivery are having a significant impact on the structure of health-care professionals' education. Today it is recognized that medical knowledge doubles every 6-8 years, with new medical procedures emerging everyday. While the half-life of medical information is so short, the average physician practices 30 years and the average nurse 40 years. Continuing education thus represents an important challenge to face. Recent advances in educational technology are offering an increasing number of innovative learning tools. Among these, Virtual Reality represents a promising area with high potential of enhancing the training of health-care professionals. Virtual Reality Training can provide a rich, interactive, engaging educational context, thus supporting experiential learning-by-doing; it can, in fact, contribute to raise interest and motivation in trainees and to effectively support skills acquisition and transfer, since the learning process can be settled within an experiential framework. Current virtual training applications for health-care differ a lot as to both their technological/multimedia sophistication and to the types of skills trained, varying for example from telesurgical applications to interactive simulations of human body and brain, to virtual worlds for emergency training. Other interesting applications include the development of immersive 3D environments for training psychiatrists and psychologists in the treatment of mental disorders. This paper has the main aim of discussing the rationale and main benefits for the use of virtual reality in health-care education and training. Significant research and projects carried out in this field will also be presented, followed by discussion on key issues concerning current limitations and future development directions.
Virtual learning object and environment: a concept analysis.
Salvador, Pétala Tuani Candido de Oliveira; Bezerril, Manacés Dos Santos; Mariz, Camila Maria Santos; Fernandes, Maria Isabel Domingues; Martins, José Carlos Amado; Santos, Viviane Euzébia Pereira
2017-01-01
To analyze the concept of virtual learning object and environment according to Rodgers' evolutionary perspective. Descriptive study with a mixed approach, based on the stages proposed by Rodgers in his concept analysis method. Data collection occurred in August 2015 with the search of dissertations and theses in the Bank of Theses of the Coordination for the Improvement of Higher Education Personnel. Quantitative data were analyzed based on simple descriptive statistics and the concepts through lexicographic analysis with support of the IRAMUTEQ software. The sample was made up of 161 studies. The concept of "virtual learning environment" was presented in 99 (61.5%) studies, whereas the concept of "virtual learning object" was presented in only 15 (9.3%) studies. A virtual learning environment includes several and different types of virtual learning objects in a common pedagogical context. Analisar o conceito de objeto e de ambiente virtual de aprendizagem na perspectiva evolucionária de Rodgers. Estudo descritivo, de abordagem mista, realizado a partir das etapas propostas por Rodgers em seu modelo de análise conceitual. A coleta de dados ocorreu em agosto de 2015 com a busca de dissertações e teses no Banco de Teses e Dissertações da Coordenação de Aperfeiçoamento de Pessoal de Nível Superior. Os dados quantitativos foram analisados a partir de estatística descritiva simples e os conceitos pela análise lexicográfica com suporte do IRAMUTEQ. A amostra é constituída de 161 estudos. O conceito de "ambiente virtual de aprendizagem" foi apresentado em 99 (61,5%) estudos, enquanto o de "objeto virtual de aprendizagem" em apenas 15 (9,3%). Concluiu-se que um ambiente virtual de aprendizagem reúne vários e diferentes tipos de objetos virtuais de aprendizagem em um contexto pedagógico comum.
Comparison of Student and Instructor Perceptions of Social Presence
ERIC Educational Resources Information Center
Mathieson, Kathleen; Leafman, Joan S.
2014-01-01
As enrollment in online courses continues to grow and online education is increasingly recognized as an established instructional mode, the unique challenges posed by this learning environment should be addressed. A primary challenge for virtual educators is developing social presence such that participants feel a sense of human connection with…
ICT to Support Ideation via General Education
ERIC Educational Resources Information Center
Thorsteinsson, Gisli
2014-01-01
This paper reports a case study series of four related case study lessons, set up as a course using a Virtual Reality Learning Environment (VRLE) to support the students' ideation skills in Innovation Education (IE) in Icelandic conventional classroom. The IE course content and preparation is described. Overall aims, objectives and research…
Growth and Decline of Second Life as an Educational Platform
ERIC Educational Resources Information Center
Mark, Christine Libby
2014-01-01
"Second Life," a 3D online immersive virtual environment, emerged in 2003 and was predicted to become the predominant online course delivery platform by 2013. Educational institutions initially rushed to create a presence in the "Second Life;" however, after 2009 those same institutions were disappointed by their experiences…
NASA Astrophysics Data System (ADS)
Jaafar, Wan Ahmad; Nur, Sobihatun
This paper is outlining the potential use of virtual environment in persuading through computer simulation. The main focus of the paper is to apply an attempt of how virtual rehearsal principle can be designed into educational material using CD ROM based multimedia application to persuade as well as to reduce children dental anxiety particularly in Malaysian children context. This paper divided in three stages. Firstly, we provide a conceptual background of virtual rehearsal principle and how the principle has been applied in designing the information interfaces and presentation of a persuasive multimedia learning environment (PMLE). Secondly, the research design was administered to measure the effects of the PMLE in reducing children dental anxiety. Primary school children age between seven and nine years old are selected as respondents. Thirdly, the result of the study has revealed the feedback from children regarding baseline test and children dental anxiety test. The results on presenting this PMLE to primary school children show how it was able to reduce children dental anxiety and could let the children have a "mentally-prepared" condition for dental visit in the future.
Application of virtual reality GIS in urban planning: an example in Huangdao district
NASA Astrophysics Data System (ADS)
Han, Yong; Qiao, Xin; Sun, Weichen; Zhang, Litao
2007-06-01
As an important development direction of GIS, Virtual Reality GIS was founded in 1950s. After 1990s, due to the fast development of its theory and the computer technology, Virtual Reality has been applied to many fields: military, aerospace, design, manufactory, information management, business, construction, city management, medical, education, etc.. The most famous project is the Virtual Los Angeles implemented by the Urban Simulation Team (UST) of UCLA. The main focus of the UST is a long-term effort to build a real-time Virtual Reality model of the entire Los Angeles basin for use by architects, urban planners, emergency response teams, and the government entities. When completed, the entire Virtual L.A. model will cover an area well in excess of 10000 square miles and will elegantly scale from satellite images to street level views accurate enough to allow the signs in the window of the shops and the graffiti on the walls to be legible. Till now, the virtual L.A. has been applied to urban environments and design analysis, transportation studies, historic reconstruction and education, etc. Compared to the early development abroad, the development of Virtual Reality GIS in China is relatively late. It is researched in some universities in early years. But recently, it has been attended by the populace and been used in many social fields: urban planning, environmental protection, historic protection and recovery, real estate, tourism, education etc.. The application of Virtual Reality in urban planning of Huangdao District, Qingdao City is introduced in this paper.
Persky, Susan; Kaphingst, Kimberly A.; McCall, Cade; Lachance, Christina; Beall, Andrew C.; Blascovich, Jim
2009-01-01
Presence in virtual learning environments (VLEs) has been associated with a number of outcome factors related to a user’s ability and motivation to learn. The extant but relatively small body of research suggests that a high level of presence is related to better performance on learning outcomes in VLEs. Different configurations of form and content variables such as those associated with active (self-driven, interactive activities) versus didactic (reading or lecture) learning may, however, influence how presence operates and on what content it operates. We compared the influence of presence between two types of immersive VLEs (i.e., active versus didactic techniques) on comprehension and engagement-related outcomes. The findings revealed that the active VLE promoted greater presence. Although we found no relationship between presence and learning comprehension outcomes for either virtual environment, presence was related to information engagement variables in the didactic immersive VLE but not the active environment. Results demonstrate that presence is not uniformly elicited or effective across immersive VLEs. Educational delivery mode and environment complexity may influence the impact of presence on engagement. PMID:19366319
Persky, Susan; Kaphingst, Kimberly A; McCall, Cade; Lachance, Christina; Beall, Andrew C; Blascovich, Jim
2009-06-01
Presence in virtual learning environments (VLEs) has been associated with a number of outcome factors related to a user's ability and motivation to learn. The extant but relatively small body of research suggests that a high level of presence is related to better performance on learning outcomes in VLEs. Different configurations of form and content variables such as those associated with active (self-driven, interactive activities) versus didactic (reading or lecture) learning may, however, influence how presence operates and on what content it operates. We compared the influence of presence between two types of immersive VLEs (i.e., active versus didactic techniques) on comprehension and engagement-related outcomes. The findings revealed that the active VLE promoted greater presence. Although we found no relationship between presence and learning comprehension outcomes for either virtual environment, presence was related to information engagement variables in the didactic immersive VLE but not the active environment. Results demonstrate that presence is not uniformly elicited or effective across immersive VLEs. Educational delivery mode and environment complexity may influence the impact of presence on engagement.
Designing virtual science labs for the Islamic Academy of Delaware
NASA Astrophysics Data System (ADS)
AlZahrani, Nada Saeed
Science education is a basic part of the curriculum in modern day classrooms. Instructional approaches to science education can take many forms but hands-on application of theory via science laboratory activities for the learner is common. Not all schools have the resources to provide the laboratory environment necessary for hands-on application of science theory. Some settings rely on technology to provide a virtual laboratory experience instead. The Islamic Academy of Delaware (IAD), a typical community-based organization, was formed to support and meet the essential needs of the Muslim community of Delaware. IAD provides science education as part of the overall curriculum, but cannot provide laboratory activities as part of the science program. Virtual science labs may be a successful model for students at IAD. This study was conducted to investigate the potential of implementing virtual science labs at IAD and to develop an implementation plan for integrating the virtual labs. The literature has shown us that the lab experience is a valuable part of the science curriculum (NBPTS, 2013, Wolf, 2010, National Research Council, 1997 & 2012). The National Research Council (2012) stressed the inclusion of laboratory investigations in the science curriculum. The literature also supports the use of virtual labs as an effective substitute for classroom labs (Babateen, 2011; National Science Teachers Association, 2008). Pyatt and Simms (2011) found evidence that virtual labs were as good, if not better than physical lab experiences in some respects. Although not identical in experience to a live lab, the virtual lab has been shown to provide the student with an effective laboratory experience in situations where the live lab is not possible. The results of the IAD teacher interviews indicate that the teachers are well-prepared for, and supportive of, the implementation of virtual labs to improve the science education curriculum. The investigator believes that with the support of the literature and the readiness of the IAD administration and teachers, a recommendation to implement virtual labs into the curriculum can be made.
The Virtual Health University: An eLearning Model within the Cuban Health System.
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.
BioImg.org: A Catalog of Virtual Machine Images for the Life Sciences
Dahlö, Martin; Haziza, Frédéric; Kallio, Aleksi; Korpelainen, Eija; Bongcam-Rudloff, Erik; Spjuth, Ola
2015-01-01
Virtualization is becoming increasingly important in bioscience, enabling assembly and provisioning of complete computer setups, including operating system, data, software, and services packaged as virtual machine images (VMIs). We present an open catalog of VMIs for the life sciences, where scientists can share information about images and optionally upload them to a server equipped with a large file system and fast Internet connection. Other scientists can then search for and download images that can be run on the local computer or in a cloud computing environment, providing easy access to bioinformatics environments. We also describe applications where VMIs aid life science research, including distributing tools and data, supporting reproducible analysis, and facilitating education. BioImg.org is freely available at: https://bioimg.org. PMID:26401099
BioImg.org: A Catalog of Virtual Machine Images for the Life Sciences.
Dahlö, Martin; Haziza, Frédéric; Kallio, Aleksi; Korpelainen, Eija; Bongcam-Rudloff, Erik; Spjuth, Ola
2015-01-01
Virtualization is becoming increasingly important in bioscience, enabling assembly and provisioning of complete computer setups, including operating system, data, software, and services packaged as virtual machine images (VMIs). We present an open catalog of VMIs for the life sciences, where scientists can share information about images and optionally upload them to a server equipped with a large file system and fast Internet connection. Other scientists can then search for and download images that can be run on the local computer or in a cloud computing environment, providing easy access to bioinformatics environments. We also describe applications where VMIs aid life science research, including distributing tools and data, supporting reproducible analysis, and facilitating education. BioImg.org is freely available at: https://bioimg.org.
ERIC Educational Resources Information Center
Basham, James D.; Smith, Sean J.; Greer, Diana L.; Marino, Matthew T.
2013-01-01
This article examines the complex array of variables and implementation models that must be accounted for during the pivot from a purely brick-and-mortar educational system to one that makes use of both virtual and blended environments. The authors call for enhanced emphasis on instructional goals and design principles, rather than available…
Opening Up to Open Source: Looking at How Moodle Was Adopted in Higher Education
ERIC Educational Resources Information Center
Costello, Eamon
2013-01-01
The virtual learning environment (VLE) has grown to become a piece of complex infrastructure that is now deemed critical to higher educational provision. This paper looks at Moodle and its adoption in higher education. Moodle's origins, as an open source VLE, are investigated and its growth examined in the context of how higher educational…
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.
Providing Interactive Access to Cave Geology for All Students, Regardless of Physical Ability
NASA Astrophysics Data System (ADS)
Atchison, C. `; Stredney, D.; Hittle, B.; Irving, K.; Toomey, R. S., III; Lemon, N. N.; Price, A.; Kerwin, T.
2013-12-01
Based on an identified need to accommodate students with mobility impairments in field-based instructional experiences, this presentation will discuss current efforts to promote participation, broaden diversity, and impart a historical perspective in the geosciences through the use of an interactive virtual environment. Developed through the integration of emerging simulation technologies, this prototypical virtual environment is created from LIDAR data of the Historic Tour route of Mammoth Cave National Park. The educational objectives of the simulation focus on four primary locations within the tour route that provide evidence of the hydrologic impact on the cave and karst formation. The overall objective is to provide a rich experience of a geological field-based learning for all students, regardless of their physical abilities. Employing a virtual environment that interchangeably uses two and three-dimensional representation of geoscience content, this synthetic field-based cave and karst module will provide an opportunity to assess the effectiveness in engaging the student community, and its efficacy in the curriculum when used as an alternative representation of a traditional field experience. The expected outcome is that based on the level of interactivity, the simulated environment will provide adequate pedagogical representation for content transfer without the need for physical experience in the uncontrolled field environment. Additionally, creating such an environment will impact all able-bodied students by providing supplemental resources that can both precede a traditional field experience and allow for students to re-examine a field site long after a the field experience, in both current formal and informal educational settings.
ERIC Educational Resources Information Center
Hay, Lyn; Pymm, Bob
2011-01-01
Following a review of the online delivery of distance education programs within the School of Information Studies (SIS) program at Charles Sturt University, a team of academics worked with an external consultant to design a purpose built SIS Learning Centre in Second Life (SL), a 3D virtual world environment in which people (via their avatars) may…
Design and Implementation of a 3D Multi-User Virtual World for Language Learning
ERIC Educational Resources Information Center
Ibanez, Maria Blanca; Garcia, Jose Jesus; Galan, Sergio; Maroto, David; Morillo, Diego; Kloos, Carlos Delgado
2011-01-01
The best way to learn is by having a good teacher and the best language learning takes place when the learner is immersed in an environment where the language is natively spoken. 3D multi-user virtual worlds have been claimed to be useful for learning, and the field of exploiting them for education is becoming more and more active thanks to the…
A Teaching Strategy for a Christian Virtual Environment
ERIC Educational Resources Information Center
Babyak, Andrew T.
2015-01-01
The current landscape in education is changing rapidly as online learning programs are experiencing great growth. As online learning grows, many professors and students are entering into new learning environments for the first time. While online learning has proven to be successful in many cases, it is not a journey upon which Christian professors…
U-ALS: A Ubiquitous Learning Environment
ERIC Educational Resources Information Center
Piovesan, Sandra Dutra; Passerino, Liliana Maria; Medina, Roseclea Duarte
2012-01-01
The diffusion of the use of the learning virtual environments presents a great potential for the development of an application which meet the necessities in the education area. In view of the importance of a more dynamic application and that can adapt itself continuously to the students' necessities, the "U-ALS" (Ubiquitous Adapted Learning…
The Dynamics of Multicultural NPD Teams in Virtual Environments
ERIC Educational Resources Information Center
Fain, Nusa; Kline, Miro
2013-01-01
Changes in the business environment, responses of companies to these changes and the available information and communication technologies (ICT) pose a number of challenges to present and future product developers, as well as to educational institutions. An appropriate response to these challenges is to create a solid basis for strategies to combat…
Send Students Anywhere without Leaving the Classroom: Virtual Reality in CTE
ERIC Educational Resources Information Center
Ausburn, Floyd B.; Ausburn, Lynna J.
2008-01-01
Students in career and technical education (CTE) programs have many environments they need to discover, explore, and understand. For CTE teachers, transporting their students to these environments can be difficult, dangerous, or even impossible. However, there is now a way to take students on location anywhere without leaving the classroom.…
ERIC Educational Resources Information Center
Cameron, Ian; Crosthwaite, Caroline; Norton, Christine; Balliu, Nicoleta; Tadé, Moses; Hoadley, Andrew; Shallcross, David; Barton, Geoff
2008-01-01
This work presents a unique education resource for both process engineering students and the industry workforce. The learning environment is based around spherical imagery of real operating plants coupled with interactive embedded activities and content. This Virtual Reality (VR) learning tool has been developed by applying aspects of relevant…
ERIC Educational Resources Information Center
Ammar, Abdullah Mahmoud Ismial
2016-01-01
The emerging paradigm shift in educational contexts from walled classroom environments to virtual, hybrid, blended, and lately personal learning environments has brought about vast changes in the foreign language classroom practices. Numerous calls for experimenting with new instructional treatments to enhance students' language performance in…
Second Life: Creating Worlds of Wonder for Language Learners
ERIC Educational Resources Information Center
Ocasio, Michelle A.
2016-01-01
This article describes Second Life, a three-dimensional virtual environment in which a user creates an avatar for the purpose of socializing, learning, developing skills, and exploring a variety of academic and social areas. Since its inception in 2003, Second Life has been used by educators to build and foster innovative learning environments and…
Virtual Teams in Higher Education: The Light and Dark Side
ERIC Educational Resources Information Center
Grinnell, Lynn; Sauers, Amy; Appunn, Frank; Mack, Larry
2012-01-01
Students and faculty are grappling with learning teams in the online environment - more than half of all higher education organizations offer online courses (Hoffman, 2006). As online course developers try to replicate the best practices of traditional classrooms, the asynchronous technology of the Internet has added great capability while also…
ERIC Educational Resources Information Center
Voelkel, Robert H.; Johnson, Christie W.; Gilbert, Kristen A.
2016-01-01
The purpose of this article is to present how one university incorporates immersive simulations through platforms which employ avatars to enhance graduate student understanding and learning in educational leadership programs. While using simulations and immersive virtual environments continues to grow, the literature suggests limited evidence of…
A Linguistic Approach to Identify the Affective Dimension Expressed in Textual Messages
ERIC Educational Resources Information Center
Rigo, Sandro José; da Rosa Alves, Isa Mara; Victória Barbosa, Jorge Luis
2015-01-01
The digital mediation resources used in Distance Education can hinder the teacher's perception about the student's state of mind. However, the textual expression in natural language is widely encouraged in most Distance Education courses, through the use of Virtual Learning Environments and other digital tools. This fact has motivated research…
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…
An Argument for the Application of Copyright Law to Distance Education.
ERIC Educational Resources Information Center
Lipinski, Tomas A.
1999-01-01
Presents a legal analysis of the application of copyright law to distance education environments, particularly as it applies to Web-based instruction and the construction of electronic reserves, or virtual libraries. Explores the dangers of moving toward a schema of universal or compulsory licensing of information. Suggests several possible…
Effective Online Teachers: Excellence in a Virtual Environment
ERIC Educational Resources Information Center
Sanders, Karen
2010-01-01
The infusion of online education has brought about significant changes within the traditional, brick-and-mortar schoolhouse. With an increasing number of students enrolling in online courses, administrators must identify more quality online educators to meet the needs of the students in their care. Hence, the focus of this study is to answer the…
Quasi-Facial Communication for Online Learning Using 3D Modeling Techniques
ERIC Educational Resources Information Center
Wang, Yushun; Zhuang, Yueting
2008-01-01
Online interaction with 3D facial animation is an alternative way of face-to-face communication for distance education. 3D facial modeling is essential for virtual educational environments establishment. This article presents a novel 3D facial modeling solution that facilitates quasi-facial communication for online learning. Our algorithm builds…
Student Perceptions of SocialSim for Simulation-Based Interprofessional Education in Healthcare
ERIC Educational Resources Information Center
Smith, Mary Kathryn
2016-01-01
This descriptive qualitative study investigates perceptions of students regarding the use of SocialSim, a tool designed to deliver simulation in a virtual environment using social media as a platform to facilitate inteprofessional education. There have been exponential changes in U.S. healthcare system in recent years, prompting the need for…
A Critical Analysis of Hypermedia and Virtual Learning Environments.
ERIC Educational Resources Information Center
Oliver, Kevin M.
The use of hypermedia in education is supported by cognitive flexibility theory which indicates transfer of knowledge to real-world settings is improved when that material is learned in a case-based, associative network emphasizing complexity and links to related information. Hypermedia is further assumed to benefit education, because it resembles…
Text-Based MOOing in Educational Practice: Experiences of Disinhibition
ERIC Educational Resources Information Center
Chester, Andrea
2006-01-01
Purpose: The purpose of this paper is to describe educational MOOs--MUD, object-oriented (text-based, network-accessible virtual environments) and explore how teaching and learning in such a context impacts on students' inhibitions. Design/methodology/approach: Students enrolled in a course on the psychology of cyberspace interacted for 12 weeks…
ERIC Educational Resources Information Center
Yellowlees, Peter M.; Hogarth, Michael; Hilty, Donald M.
2006-01-01
Objective: This article highlights the importance of distributed broadband networks as part of the core infrastructure necessary to deliver academic research and education programs. Method: The authors review recent developments in the field and present the University of California, Davis, environment as a case study of a future virtual regional…
ERIC Educational Resources Information Center
Jong, Morris Siu-yung; Shang, Junjie
2015-01-01
"Virtual Interactive Student-Oriented Learning Environment" ("VISOLE") is a pedagogical approach to integrating constructivist online game-based learning (COGBLe) into formal teaching in school education. This paper reports a qualitative case study on the implementation of VISOLE (in secondary Geography education) in which we…
From Bush Pump to Blackboard: The "Fluid" Workings of a Virtual Environment
ERIC Educational Resources Information Center
Enriquez, Judith Guevarra
2009-01-01
"Impact" is possibly the most frequently evaluated construct associated with any kind of technological diffusion or adoption within educational settings. Seemingly endless research projects are funded to measure it and to validate the educational value we have become adept at inscribing into practically all novel technologies brought to…
Levy
1996-08-01
New interactive computer technologies are having a significant influence on medical education, training, and practice. The newest innovation in computer technology, virtual reality, allows an individual to be immersed in a dynamic computer-generated, three-dimensional environment and can provide realistic simulations of surgical procedures. A new virtual reality hysteroscope passes through a sensing device that synchronizes movements with a three-dimensional model of a uterus. Force feedback is incorporated into this model, so the user actually experiences the collision of an instrument against the uterine wall or the sensation of the resistance or drag of a resectoscope as it cuts through a myoma in a virtual environment. A variety of intrauterine pathologies and procedures are simulated, including hyperplasia, cancer, resection of a uterine septum, polyp, or myoma, and endometrial ablation. This technology will be incorporated into comprehensive training programs that will objectively assess hand-eye coordination and procedural skills. It is possible that by incorporating virtual reality into hysteroscopic training programs, a decrease in the learning curve and the number of complications presently associated with the procedures may be realized. Prospective studies are required to assess these potential benefits.
Virtual reality: new method of teaching anorectal and pelvic floor anatomy.
Dobson, Howard D; Pearl, Russell K; Orsay, Charles P; Rasmussen, Mary; Evenhouse, Ray; Ai, Zhuming; Blew, Gregory; Dech, Fred; Edison, Marcia I; Silverstein, Jonathan C; Abcarian, Herand
2003-03-01
A clear understanding of the intricate spatial relationships among the structures of the pelvic floor, rectum, and anal canal is essential for the treatment of numerous pathologic conditions. Virtual-reality technology allows improved visualization of three-dimensional structures over conventional media because it supports stereoscopic-vision, viewer-centered perspective, large angles of view, and interactivity. We describe a novel virtual reality-based model designed to teach anorectal and pelvic floor anatomy, pathology, and surgery. A static physical model depicting the pelvic floor and anorectum was created and digitized at 1-mm intervals in a CT scanner. Multiple software programs were used along with endoscopic images to generate a realistic interactive computer model, which was designed to be viewed on a networked, interactive, virtual-reality display (CAVE or ImmersaDesk). A standard examination of ten basic anorectal and pelvic floor anatomy questions was administered to third-year (n = 6) and fourth-year (n = 7) surgical residents. A workshop using the Virtual Pelvic Floor Model was then given, and the standard examination was readministered so that it was possible to evaluate the effectiveness of the Digital Pelvic Floor Model as an educational instrument. Training on the Virtual Pelvic Floor Model produced substantial improvements in the overall average test scores for the two groups, with an overall increase of 41 percent (P = 0.001) and 21 percent (P = 0.0007) for third-year and fourth-year residents, respectively. Resident evaluations after the workshop also confirmed the effectiveness of understanding pelvic anatomy using the Virtual Pelvic Floor Model. This model provides an innovative interactive educational framework that allows educators to overcome some of the barriers to teaching surgical and endoscopic principles based on understanding highly complex three-dimensional anatomy. Using this collaborative, shared virtual-reality environment, teachers and students can interact from locations world-wide to manipulate the components of this model to achieve the educational goals of this project along with the potential for virtual surgery.
eduCRATE--a Virtual Hospital architecture.
Stoicu-Tivadar, Lăcrimioara; Stoicu-Tivadar, Vasile; Berian, Dorin; Drăgan, Simona; Serban, Alexandru; Serban, Corina
2014-01-01
eduCRATE is a complex project proposal which aims to develop a virtual learning environment offering interactive digital content through original and integrated solutions using cloud computing, complex multimedia systems in virtual space and personalized design with avatars. Compared to existing similar products the project brings the novelty of using languages for medical guides in order to ensure a maximum of flexibility. The Virtual Hospital simulations will create interactive clinical scenarios for which students will find solutions for positive diagnosis and therapeutic management. The solution based on cloud computing and immersive multimedia is an attractive option in education because is economical and it matches the current working style of the young generation to whom it addresses.
Simulating geriatric home safety assessments in a three-dimensional virtual world.
Andrade, Allen D; Cifuentes, Pedro; Mintzer, Michael J; Roos, Bernard A; Anam, Ramanakumar; Ruiz, Jorge G
2012-01-01
Virtual worlds could offer inexpensive and safe three-dimensional environments in which medical trainees can learn to identify home safety hazards. Our aim was to evaluate the feasibility, usability, and acceptability of virtual worlds for geriatric home safety assessments and to correlate performance efficiency in hazard identification with spatial ability, self-efficacy, cognitive load, and presence. In this study, 30 medical trainees found the home safety simulation easy to use, and their self-efficacy was improved. Men performed better than women in hazard identification. Presence and spatial ability were correlated significantly with performance. Educators should consider spatial ability and gender differences when implementing virtual world training for geriatric home safety assessments.
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.
[Healthy school environments].
Quintero-Corzo, Josefina; Munévar-Molina, Raúl A; Munévar-Quintero, Fabio I
2015-04-01
Objective To determine factors that characterizes school environments and their relationship with student learning, welfare and health. Method This is a case study supported by a comprehensive qualitative paradigm applied to classroom ecology. The fieldwork was carried out in six public schools for students in economic strata one and two that use computers in virtual classrooms. The information was collected through field journals, film recordings, observation, and recordings of interviews. The information was analyzed by categories in open general and focused cycles. Results The virtual era has enriched the debate about the importance of the environment in pedagogical processes. Nonetheless, the emergence of new diseases is a risk which students are exposed to. Pollution and overcrowding factors prevail in traditional classroom activities, while in the computer rooms the environment is healthier. Hence the need to incorporate these issues into the curriculum reforms and action plans to guide healthy living of schoolchildren and their families. Despite budget constraints, innovative ideas and projects were found. Schools have developed free preventive and corrective strategies such as workshops, talks and lectures by invited specialists, trainees, and students writing theses. They have also introduced controlled Internet access. Conclusion The educational community understands that the concept of health is at the heart of a comprehensive concept of education. In addition, classroom ecology has determining implications for learning and living together in pleasant and healthy environments that are incorporated into institutional educational projects.
Spedding, Ruth; Jenner, Rachel; Potier, Katherine; Mackway-Jones, Kevin; Carley, Simon
2013-04-01
Paediatric emergency medicine (PEM) currently faces many competing educational challenges. Recent changes to the working patterns have made the delivery of effective teaching to trainees extremely difficult. We developed a virtual learning environment, on the basis of socioconstructivist principles, which allows learning to take place regardless of time or location. The aim was to evaluate the effectiveness of a blended e-learning approach for PEM training. We evaluated the experiences of ST3 trainees in PEM using a multimodal approach. We classified and analysed message board discussions over a 6-month period to look for evidence of practice change and learning. We conducted semistructured qualitative interviews with trainees approximately 5 months after they completed the course. Trainees embraced the virtual learning environment and had positive experiences of the blended approach to learning. Socioconstructivist learning did take place through the use of message boards on the virtual learning environment. Despite their initial unfamiliarity with the online learning system, the participants found it easy to access and use. The participants found the learning relevant and there was an overlap between shop floor learning and the online content. Clinical discussion was often led by trainees on the forums and these were described as enjoyable and informative. A blended approach to e-learning in basic PEM is effective and enjoyable to trainees.
Roth, Jeremy A; Wilson, Timothy D; Sandig, Martin
2015-01-01
Histology is a core subject in the anatomical sciences where learners are challenged to interpret two-dimensional (2D) information (gained from histological sections) to extrapolate and understand the three-dimensional (3D) morphology of cells, tissues, and organs. In gross anatomical education 3D models and learning tools have been associated with improved learning outcomes, but similar tools have not been created for histology education to visualize complex cellular structure-function relationships. This study outlines steps in creating a virtual 3D model of the renal corpuscle from serial, semi-thin, histological sections obtained from epoxy resin-embedded kidney tissue. The virtual renal corpuscle model was generated by digital segmentation to identify: Bowman's capsule, nuclei of epithelial cells in the parietal capsule, afferent arteriole, efferent arteriole, proximal convoluted tubule, distal convoluted tubule, glomerular capillaries, podocyte nuclei, nuclei of extraglomerular mesangial cells, nuclei of epithelial cells of the macula densa in the distal convoluted tubule. In addition to the imported images of the original sections the software generates, and allows for visualization of, images of virtual sections generated in any desired orientation, thus serving as a "virtual microtome". These sections can be viewed separately or with the 3D model in transparency. This approach allows for the development of interactive e-learning tools designed to enhance histology education of microscopic structures with complex cellular interrelationships. Future studies will focus on testing the efficacy of interactive virtual 3D models for histology education. © 2015 American Association of Anatomists.
Immersive virtual reality platform for medical training: a "killer-application".
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.
Theng, Yin-Leng; Lee, Jason W Y; Patinadan, Paul V; Foo, Schubert S B
2015-10-01
The use of videogames in healthcare interventions is gaining popularity, but there is still a gap in the understanding on how these types of interventions are used for the management of diabetes. The purpose of this review is to examine published research on the use of videogames for diabetes management. With the increased use of mobile technology, the review was expanded to understand whether games, gamification, and virtual environments can be used for diabetes self-management. Out of the 307 articles identified, only 10 articles met the inclusion criteria of the study. The duration of most studies was short, with small sample sizes. All interventions targeted behavioral changes examining risk reduction of diabetes-related risk and promotion of healthy behavior among study participants. Videogames appeared to be helpful tools for education in some interventions, whereas gamification and virtual environments increased extrinsic motivation and provided positive reinforcement. This review concludes by discussing the potential of using videogames and gamification for the self-management of diabetes.
The CASPER Virtual Physics Circus
NASA Astrophysics Data System (ADS)
Carmona-Reyes, Jorge; Harris, Brandon; Chen, Mudi; Matthews, Lorin; Hyde, Truell
2013-10-01
CASPER's Virtual Physics Circus (VPC) is based on the long-running CASPER Physics Circus and is the most recent component in CASPER's ``Seamless Pathway'' educational outreach initiative. The VPC was developed by an interdisciplinary group of physicists, web-designers and educators and employs both web and video game environments to provide students and teachers with engaging, fast-paced educational activities. Access to an integrated curriculum and video library, aligned to both the TEKS (Texas Essentials Knowledge and Skill) and the National Science and Mathematics Standards, is also part of the VPC package. In this talk an initial beta-test of the VPC, conducted for a central Texas independent school district, will be discussed. Future plans for both expansion and translation into Spanish will also be discussed.
Using Virtual Reality to Improve Walking Post-Stroke: Translation to Individuals with Diabetes
Deutsch, Judith E
2011-01-01
Use of virtual reality (VR) technology to improve walking for people post-stroke has been studied for its clinical application since 2004. The hardware and software used to create these systems has varied but has predominantly been constituted by projected environments with users walking on treadmills. Transfer of training from the virtual environment to real-world walking has modest but positive research support. Translation of the research findings to clinical practice has been hampered by commercial availability and costs of the VR systems. Suggestions for how the work for individuals post-stroke might be applied and adapted for individuals with diabetes and other impaired ambulatory conditions include involvement of the target user groups (both practitioners and clients) early in the design and integration of activity and education into the systems. PMID:21527098
Using virtual reality to improve walking post-stroke: translation to individuals with diabetes.
Deutsch, Judith E
2011-03-01
Use of virtual reality (VR) technology to improve walking for people post-stroke has been studied for its clinical application since 2004. The hardware and software used to create these systems has varied but has predominantly been constituted by projected environments with users walking on treadmills. Transfer of training from the virtual environment to real-world walking has modest but positive research support. Translation of the research findings to clinical practice has been hampered by commercial availability and costs of the VR systems. Suggestions for how the work for individuals post-stroke might be applied and adapted for individuals with diabetes and other impaired ambulatory conditions include involvement of the target user groups (both practitioners and clients) early in the design and integration of activity and education into the systems. © 2011 Diabetes Technology Society.
2018-01-01
Background Virtual environments (VEs) facilitate interaction and support among individuals with chronic illness, yet the characteristics of these VE interactions remain unknown. Objective The objective of this study was to describe social interaction and support among individuals with type 2 diabetes (T2D) who interacted in a VE. Methods Data included VE-mediated synchronous conversations and text-chat and asynchronous emails and discussion board posts from a study that facilitated interaction among individuals with T2D and diabetes educators (N=24) in 2 types of sessions: education and support. Results VE interactions consisted of communication techniques (how individuals interact in the VE), expressions of self-management (T2D-related topics), depth (personalization of topics), and breadth (number of topics discussed). Individuals exchanged support more often in the education (723/1170, 61.79%) than in the support (406/1170, 34.70%) sessions or outside session time (41/1170, 3.50%). Of all support exchanges, 535/1170 (45.73%) were informational, 377/1170 (32.22%) were emotional, 217/1170 (18.55%) were appraisal, and 41/1170 (3.50%) were instrumental. When comparing session types, education sessions predominately provided informational support (357/723, 49.4%), and the support sessions predominately provided emotional (159/406, 39.2%) and informational (159/406, 39.2%) support. Conclusions VE-mediated interactions resemble those in face-to-face environments, as individuals in VEs engage in bidirectional exchanges with others to obtain self-management education and support. Similar to face-to-face environments, individuals in the VE revealed personal information, sought information, and exchanged support during the moderated education sessions and unstructured support sessions. With this versatility, VEs are able to contribute substantially to support for those with diabetes and, very likely, other chronic diseases. PMID:29467118
Weeks, Keith W; Meriel Hutton, B; Coben, Diana; Clochesy, John M; Pontin, David
2013-03-01
When designing learning and assessment environments it is essential to articulate the underpinning education philosophy, theory, model and learning style support mechanisms that inform their structure and content. We elaborate on original PhD research that articulates the design rationale of authentic medication dosage calculation problem-solving (MDC-PS) learning and diagnostic assessment environments. These environments embody the principles of authenticity, building knowledge and skills and competency assessment and are designed to support development of competence and bridging of the theory-practice gap. Authentic learning and diagnostic assessment environments capture the features and expert practices that are located in real world practice cultures and recreate them in authentic virtual clinical environments. We explore how this provides students with a safe virtual authentic environment to actively experience, practice and undertake MDC-PS learning and assessment activities. We argue that this is integral to the construction and diagnostic assessment of schemata validity (mental constructions and frameworks that are an individual's internal representation of their world), bridging of the theory-practice gap and cognitive and functional competence development. We illustrate these principles through the underpinning pedagogical design of two online virtual authentic learning and diagnostic assessment environments (safeMedicate and eDose™). Copyright © 2012. Published by Elsevier Ltd.
Using smartphone technology to deliver a virtual pedestrian environment: usability and validation.
Schwebel, David C; Severson, Joan; He, Yefei
2017-09-01
Various programs effectively teach children to cross streets more safely, but all are labor- and cost-intensive. Recent developments in mobile phone technology offer opportunity to deliver virtual reality pedestrian environments to mobile smartphone platforms. Such an environment may offer a cost- and labor-effective strategy to teach children to cross streets safely. This study evaluated usability, feasibility, and validity of a smartphone-based virtual pedestrian environment. A total of 68 adults completed 12 virtual crossings within each of two virtual pedestrian environments, one delivered by smartphone and the other a semi-immersive kiosk virtual environment. Participants completed self-report measures of perceived realism and simulator sickness experienced in each virtual environment, plus self-reported demographic and personality characteristics. All participants followed system instructions and used the smartphone-based virtual environment without difficulty. No significant simulator sickness was reported or observed. Users rated the smartphone virtual environment as highly realistic. Convergent validity was detected, with many aspects of pedestrian behavior in the smartphone-based virtual environment matching behavior in the kiosk virtual environment. Anticipated correlations between personality and kiosk virtual reality pedestrian behavior emerged for the smartphone-based system. A smartphone-based virtual environment can be usable and valid. Future research should develop and evaluate such a training system.
A Pilot Study of Motivational Interviewing Training in a Virtual World
Heyden, Robin; Heyden, Neil; Schroy, Paul; Andrew, Stephen; Sadikova, Ekaterina; Wiecha, John
2011-01-01
Background Motivational interviewing (MI) is an evidence-based, patient-centered counseling strategy proven to support patients seeking health behavior change. Yet the time and travel commitment for MI training is often a barrier to the adoption of MI by health care professionals. Virtual worlds such as Second Life (SL) are rapidly becoming part of the educational technology landscape and offer not only the potential to improve access to MI training but also to deepen the MI training experience through the use of immersive online environments. Despite SL’s potential for medical education applications, little work is published studying its use for this purpose and still less is known of educational outcomes for physician training in MI using a virtual-world platform. Objective Our aims were to (1) explore the feasibility, acceptability, and effectiveness of a virtual-world platform for delivering MI training designed for physicians and (2) pilot test instructional designs using SL for MI training. Methods We designed and pilot tested an MI training program in the SL virtual world. We trained and enrolled 13 primary care physicians in a two-session, interactive program in SL on the use of MI for counseling patients about colorectal cancer screening. We measured self-reported changes in confidence and clinical practice patterns for counseling on colorectal cancer screening, and acceptability of the virtual-world learning environment and the MI instructional design. Effectiveness of the MI training was assessed by coding and scoring tape-recorded interviews with a blinded mock patient conducted pre- and post-training. Results A total of 13 physicians completed the training. Acceptability ratings for the MI training ranged from 4.1 to 4.7 on a 5-point scale. The SL learning environment was also highly rated, with 77% (n = 10) of the doctors reporting SL to be an effective educational medium. Learners’ confidence and clinical practice patterns for colorectal cancer screening improved after training. Pre- to post-training mean confidence scores for the ability to elicit and address barriers to colorectal cancer screening (4.5 to 6.2, P = .004) and knowledge of decision-making psychology (4.5 to 5.7, P = .02) and behavior change psychology (4.9 to 6.2, P = .02) increased significantly. Global MI skills scores increased significantly and component scores for the MI skills also increased, with statistically significant improvements in 4 of the 5 component skills: empathy (3.12 to 3.85, P = .001), autonomy (3.07 to 3.85, P < .001), collaboration (2.88 to 3.46, P = .02), and evocative response (2.80 to 3.61, P = .008). Conclusions The results of this pilot study suggest that virtual worlds offer the potential for a new medical education pedagogy that will enhance learning outcomes for patient-centered communication skills training. PMID:21946183
Augmented reality for anatomical education.
Thomas, Rhys Gethin; John, Nigel William; Delieu, John Michael
2010-03-01
The use of Virtual Environments has been widely reported as a method of teaching anatomy. Generally such environments only convey the shape of the anatomy to the student. We present the Bangor Augmented Reality Education Tool for Anatomy (BARETA), a system that combines Augmented Reality (AR) technology with models produced using Rapid Prototyping (RP) technology, to provide the student with stimulation for touch as well as sight. The principal aims of this work were to provide an interface more intuitive than a mouse and keyboard, and to evaluate such a system as a viable supplement to traditional cadaver based education.
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…
Effects of Virtual Education on Academic Culture: Perceived Advantages and Disadvantages
ERIC Educational Resources Information Center
Jefferson, Renee N.; Arnold, Liz W.
2009-01-01
The perceived advantages and disadvantages of courses taught in online and face-to-face learning environments were explored for students taking an accounting and a data collection and analysis course. Both courses were taught in a face-to-face learning environment at the main or satellite campus. It was hypothesized that there would be…
ERIC Educational Resources Information Center
Zacharis, Georgios S.; Mikropoulos, Tassos A.; Priovolou, Chryssi
2013-01-01
Previous studies report the involvement of specific brain activation in stereoscopic vision and the perception of depth information. This work presents the first comparative results of adult women on the effects of stereoscopic perception in three different static environments; a real, a two dimensional (2D) and a stereoscopic three dimensional…
Visual Environment for Designing Interactive Learning Scenarios with Augmented Reality
ERIC Educational Resources Information Center
Mota, José Miguel; Ruiz-Rube, Iván; Dodero, Juan Manuel; Figueiredo, Mauro
2016-01-01
Augmented Reality (AR) technology allows the inclusion of virtual elements on a vision of actual physical environment for the creation of a mixed reality in real time. This kind of technology can be used in educational settings. However, the current AR authoring tools present several drawbacks, such as, the lack of a mechanism for tracking the…
Experiences and Challenges of International Students in Technology-Rich Learning Environments
ERIC Educational Resources Information Center
Habib, Laurence; Johannesen, Monica; Øgrim, Leikny
2014-01-01
This article presents a study of international students and their use of technology in a Scandinavian institution of Higher Education. A special emphasis is placed on patterns of use of a virtual learning environment (VLE) that is available to all the study programmes at the institution. Actor-Network Theory (ANT) is used as a theoretical approach…
Low cost heads-up virtual reality (HUVR) with optical tracking and haptic feedback
NASA Astrophysics Data System (ADS)
Margolis, Todd; DeFanti, Thomas A.; Dawe, Greg; Prudhomme, Andrew; Schulze, Jurgen P.; Cutchin, Steve
2011-03-01
Researchers at the University of California, San Diego, have created a new, relatively low-cost augmented reality system that enables users to touch the virtual environment they are immersed in. The Heads-Up Virtual Reality device (HUVR) couples a consumer 3D HD flat screen TV with a half-silvered mirror to project any graphic image onto the user's hands and into the space surrounding them. With his or her head position optically tracked to generate the correct perspective view, the user maneuvers a force-feedback (haptic) device to interact with the 3D image, literally 'touching' the object's angles and contours as if it was a tangible physical object. HUVR can be used for training and education in structural and mechanical engineering, archaeology and medicine as well as other tasks that require hand-eye coordination. One of the most unique characteristics of HUVR is that a user can place their hands inside of the virtual environment without occluding the 3D image. Built using open-source software and consumer level hardware, HUVR offers users a tactile experience in an immersive environment that is functional, affordable and scalable.
Virtual Learning Environment in Continuing Education for Nursing in Oncology: an Experimental Study.
das Graças Silva Matsubara, Maria; De Domenico, Edvane Birelo Lopes
2016-12-01
Nurses working in oncology require continuing education and nowadays distance education is a possibility. To compare learning outcomes of the professionals participating in classroom learning versus distance learning; describing the sociodemographic characteristics and digital fluency of participants; comparing learning outcomes with independent variables; assessing the adequacy of educational practices in Virtual Environment Moodle Learning through the constructivist online learning environment survey. An experimental, randomized controlled study; conducted at the A C Camargo Cancer Center, located in São Paulo, SP, Brazil. The study included 97 nurses, with average training of 1 to 2 years. A control group (n = 44) had face to face training and the experiment group (n = 53) had training by distance learning, both with identical program content. The dependent variable was the result of learning, measured by applying a pre-assessment questionnaire and post-intervention for both groups. The sociodemographic and digital fluency data were uniform among the groups. The performance of both groups was statistically significant (p 0.005), and the control group had a greater advantage (40.4 %). Distance education has proven to be an effective alternative for training nurses, especially when they have more complex knowledge, more experience in the area and institutional time. Distance Education may be a possibility for the training of nurses for work in oncology. The association of age, training time and the institution, and the experience in Oncology interfered in the performance of both groups.
ERIC Educational Resources Information Center
Rae, Andrew; Samuels, Peter
2011-01-01
The Personalised System of Instruction is a form of mastery learning which, though it has been proven to be educationally effective, has never seriously challenged the dominant lecture-tutorial teaching method in higher education and has largely fallen into disuse. An information and communications technology assisted version of the Personalised…
Online Operation Guidance of Computer System Used in Real-Time Distance Education Environment
ERIC Educational Resources Information Center
He, Aiguo
2011-01-01
Computer system is useful for improving real time and interactive distance education activities. Especially in the case that a large number of students participate in one distance lecture together and every student uses their own computer to share teaching materials or control discussions over the virtual classrooms. The problem is that within…
ERIC Educational Resources Information Center
Cochrane, Todd; Davis, Niki; Morrow, Donna
2013-01-01
A methodology for design based research (DBR) into effective development and use of Multi-User Virtual Environments (MUVE) in vocational education is proposed. It blends software development with DBR with two theories selected to inform the methodology. Legitimate peripheral participation LPP (Lave & Wenger, 1991) provides a filter when…
Comparative Study of Platforms for E-Learning in the Higher Education
ERIC Educational Resources Information Center
Mondejar-Jimenez, Jose; Mondejar-Jimenez, Juan-Antonio; Vargas-Vargas, Manuel; Meseguer-Santamaria, Maria-Leticia
2008-01-01
Castilla-La Mancha University has decided to implement two tools: WebCT and Moodle, "Virtual Campus" has emerged: www.campusvirtual.ulcm.es. This paper is dedicated to the analysis of said tool as a primary mode of e-learning expansion in the university environment. It can be used to carry out standard educational university activities…
ERIC Educational Resources Information Center
Manuel, Dominic; Freiman, Viktor
2017-01-01
Meeting the needs of mathematically gifted and talented students is a challenge for educators. To support teachers of mathematically gifted and talented students to find appropriate solutions, several innovative projects were conducted in schools using funds provided by the New Brunswick, Canada, Department of Education. This article presents one…
Hands-on Learning in the Virtual World
ERIC Educational Resources Information Center
Branson, John; Thomson, Diane
2013-01-01
The U.S. military has long understood the value of immersive simulations in education. Before the Navy entrusts a ship to a crew, crew members must first practice and demonstrate their competency in a fully immersive, simulated environment. Why not teach students in the same way? K-12 educators in Pennsylvania, USA, recently did just that when…
Kuo, Ming-Chuan; Ball, Marion; Skiba, Diane J; Marin, Heimar; Shaw, Toria; Chang, Polun
2018-01-01
This session will describe the TIGER Initiative journey, its evolution and accomplishments nationally and internationally. A powerful demonstration of the TIGER Virtual Learning Environment (VLE) will be highlighted along with case studies from around the world, with emphasis on global competencies and opportunities for engagement in all current TIGER activities and future plans.
Interactions in Virtual Learning Environments: New Roles for Digital Technology
ERIC Educational Resources Information Center
Borba, Marcelo C.; Chiari, Aparecida Santana de Souza; de Almeida, Helber Rangel Formiga Leite
2018-01-01
For the last 10 years, online pre-service teacher distance education has increased significantly in Brazil. As a result, research on this educational modality has also increased, in particular, research investigating the different roles students and teachers play in these courses. The purpose of this paper is to analyze the role of digital…
The Blended Learning Environment: A Viable Alternative for Special Needs Students
ERIC Educational Resources Information Center
Rivera, Jennifer Hall
2017-01-01
The traditional classroom provides a classical medium for educating students by allowing an open forum of communication between the pupil and teacher. The last twenty-five years have opened a new realm of possibilities in education through the use of technology and virtual supplemental resources, designed to engage learners in all academic levels.…
Homesteading on the Web: The Queensland Department of Education Virtual Library.
ERIC Educational Resources Information Center
Cram, Jennifer; Allison, Myrl
1996-01-01
The Queensland Department of Education (Australia) developed a homesteading model as an alternative to the urban-built environment model of large multi-purpose networks. This resulted in the in-house development of a low-cost, stand-alone server and homepage. The charette technique was used to plan and design the Queensland Department of Education…
An Evaluation of a Training Program to Prepare Faculty for Online Instruction
ERIC Educational Resources Information Center
McGee-Swope, Kinyata
2010-01-01
The expansion of distance education makes it necessary for many faculty to take on the role of online instructor. As a result, higher education institutions face the challenge of training their faculty to make a shift from teaching in traditional to virtual environments. The Higher Learning Commission's Best Practices for Electronically Offered…
ERIC Educational Resources Information Center
Bhukuvhani, Crispen; Mupa, Mathew; Mhishi, Misheck; Dziva, Daimond
2012-01-01
The practical work component offers unique challenges for university science courses. This is even more pertinent in an Open and Distance Learning (ODL) environment like the Bindura University of Science Education's Virtual and Open Distance Learning (VODL) programme. Effective ODL education should be flexible enough to accommodate science…
Formative Research in Ubiquitous and Virtual Environments in Higher Education
ERIC Educational Resources Information Center
Velandia-Mesa, Cristian; Serrano-Pastor, Francisca-José; Martínez-Segura, María-José
2017-01-01
Academic training in research is fundamental in the quality of higher education and within this context, technological mediation becomes pivotal to reach student-centered learning objectives in any moment and at any time. The findings of a study, the purpose of which has been to evaluate the results of the formative research of two groups of…
Learning in a Virtual World: Experience With Using Second Life for Medical Education
Heyden, Robin; Sternthal, Elliot; Merialdi, Mario
2010-01-01
Background Virtual worlds are rapidly becoming part of the educational technology landscape. Second Life (SL) is one of the best known of these environments. Although the potential of SL has been noted for health professions education, a search of the world’s literature and of the World Wide Web revealed a limited number of formal applications of SL for this purpose and minimal evaluation of educational outcomes. Similarly, the use of virtual worlds for continuing health professional development appears to be largely unreported. Methods We designed and delivered a pilot postgraduate medical education program in the virtual world, Second Life. Our objectives were to: (1) explore the potential of a virtual world for delivering continuing medical education (CME) designed for physicians; (2) determine possible instructional designs using SL for CME; (3) understand the limitations of SL for CME; (4) understand the barriers, solutions, and costs associated with using SL, including required training; and (5) measure participant learning outcomes and feedback. We trained and enrolled 14 primary care physicians in an hour-long, highly interactive event in SL on the topic of type 2 diabetes. Participants completed surveys to measure change in confidence and performance on test cases to assess learning. The post survey also assessed participants’ attitudes toward the virtual learning environment. Results Of the 14 participant physicians, 12 rated the course experience, 10 completed the pre and post confidence surveys, and 10 completed both the pre and post case studies. On a seven-point Likert scale (1, strongly disagree to 7, strongly agree), participants’ mean reported confidence increased from pre to post SL event with respect to: selecting insulin for patients with type 2 diabetes (pre = 4.9 to post = 6.5, P= .002); initiating insulin (pre = 5.0 to post = 6.2, P= .02); and adjusting insulin dosing (pre = 5.2 to post = 6.2, P= .02). On test cases, the percent of participants providing a correct insulin initiation plan increased from 60% (6 of 10) pre to 90% (9 of 10) post (P= .2), and the percent of participants providing correct initiation of mealtime insulin increased from 40% (4 of 10) pre to 80% (8 of 10) post (P= .09). All participants (12 of 12) agreed that this experience in SL was an effective method of medical education, that the virtual world approach to CME was superior to other methods of online CME, that they would enroll in another such event in SL, and that they would recommend that their colleagues participate in an SL CME course. Only 17% (2 of 12) disagreed with the statement that this potential Second Life method of CME is superior to face-to-face CME. Conclusions The results of this pilot suggest that virtual worlds offer the potential of a new medical education pedagogy to enhance learning outcomes beyond that provided by more traditional online or face-to-face postgraduate professional development activities. Obvious potential exists for application of these methods at the medical school and residency levels as well. PMID:20097652
Learning in a virtual world: experience with using second life for medical education.
Wiecha, John; Heyden, Robin; Sternthal, Elliot; Merialdi, Mario
2010-01-23
Virtual worlds are rapidly becoming part of the educational technology landscape. Second Life (SL) is one of the best known of these environments. Although the potential of SL has been noted for health professions education, a search of the world's literature and of the World Wide Web revealed a limited number of formal applications of SL for this purpose and minimal evaluation of educational outcomes. Similarly, the use of virtual worlds for continuing health professional development appears to be largely unreported. We designed and delivered a pilot postgraduate medical education program in the virtual world, Second Life. Our objectives were to: (1) explore the potential of a virtual world for delivering continuing medical education (CME) designed for physicians; (2) determine possible instructional designs using SL for CME; (3) understand the limitations of SL for CME; (4) understand the barriers, solutions, and costs associated with using SL, including required training; and (5) measure participant learning outcomes and feedback. We trained and enrolled 14 primary care physicians in an hour-long, highly interactive event in SL on the topic of type 2 diabetes. Participants completed surveys to measure change in confidence and performance on test cases to assess learning. The post survey also assessed participants' attitudes toward the virtual learning environment. Of the 14 participant physicians, 12 rated the course experience, 10 completed the pre and post confidence surveys, and 10 completed both the pre and post case studies. On a seven-point Likert scale (1, strongly disagree to 7, strongly agree), participants' mean reported confidence increased from pre to post SL event with respect to: selecting insulin for patients with type 2 diabetes (pre = 4.9 to post = 6.5, P= .002); initiating insulin (pre = 5.0 to post = 6.2, P= .02); and adjusting insulin dosing (pre = 5.2 to post = 6.2, P= .02). On test cases, the percent of participants providing a correct insulin initiation plan increased from 60% (6 of 10) pre to 90% (9 of 10) post (P= .2), and the percent of participants providing correct initiation of mealtime insulin increased from 40% (4 of 10) pre to 80% (8 of 10) post (P= .09). All participants (12 of 12) agreed that this experience in SL was an effective method of medical education, that the virtual world approach to CME was superior to other methods of online CME, that they would enroll in another such event in SL, and that they would recommend that their colleagues participate in an SL CME course. Only 17% (2 of 12) disagreed with the statement that this potential Second Life method of CME is superior to face-to-face CME. The results of this pilot suggest that virtual worlds offer the potential of a new medical education pedagogy to enhance learning outcomes beyond that provided by more traditional online or face-to-face postgraduate professional development activities. Obvious potential exists for application of these methods at the medical school and residency levels as well.
Hu, Jian; Xu, Xiang-yang; Song, En-min; Tan, Hong-bao; Wang, Yi-ning
2009-09-01
To establish a new visual educational system of virtual reality for clinical dentistry based on world wide web (WWW) webpage in order to provide more three-dimensional multimedia resources to dental students and an online three-dimensional consulting system for patients. Based on computer graphics and three-dimensional webpage technologies, the software of 3Dsmax and Webmax were adopted in the system development. In the Windows environment, the architecture of whole system was established step by step, including three-dimensional model construction, three-dimensional scene setup, transplanting three-dimensional scene into webpage, reediting the virtual scene, realization of interactions within the webpage, initial test, and necessary adjustment. Five cases of three-dimensional interactive webpage for clinical dentistry were completed. The three-dimensional interactive webpage could be accessible through web browser on personal computer, and users could interact with the webpage through rotating, panning and zooming the virtual scene. It is technically feasible to implement the visual educational system of virtual reality for clinical dentistry based on WWW webpage. Information related to clinical dentistry can be transmitted properly, visually and interactively through three-dimensional webpage.
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.
Using Virtual Reality For Outreach Purposes in Planetology
NASA Astrophysics Data System (ADS)
Civet, François; Le Mouélic, Stéphane; Le Menn, Erwan; Beaunay, Stéphanie
2016-10-01
2016 has been a year marked by a technological breakthrough : the availability for the first time to the general public of technologically mature virtual reality devices. Virtual Reality consists in visually immerging a user in a 3D environment reproduced either from real and/or imaginary data, with the possibility to move and eventually interact with the different elements. In planetology, most of the places will remain inaccessible to the public for a while, but a fleet of dedicated spacecraft's such as orbiters, landers and rovers allow the possibility to virtually reconstruct the environments, using image processing, cartography and photogrammetry. Virtual reality can then bridge the gap to virtually "send" any user into the place and enjoy the exploration.We are investigating several type of devices to render orbital or ground based data of planetological interest, mostly from Mars. The most simple system consists of a "cardboard" headset, on which the user can simply use his cellphone as the screen. A more comfortable experience is obtained with more complex systems such as the HTC vive or Oculus Rift headsets, which include a tracking system important to minimize motion sickness. The third environment that we have developed is based on the CAVE concept, were four 3D video projectors are used to project on three 2x3m walls plus the ground. These systems can be used for scientific data analysis, but also prove to be perfectly suited for outreach and education purposes.
Dias, Denise Costa; Cassiani, Silvia Helena De Bortoli
2003-01-01
This investigation focused on a learning environment via internet, through which Intravenous Therapy (IVT) was taught. Due to its complexity, Intravenous Therapy was chosen against numerous subjects to be taught through an e-learning environment, by comprising both technical procedures and conceptual aspects that can be discussed through a virtual learning environment. The objectives of this study were to develop educational material about Intravenous Therapy to guide students through the learning related to intravenous therapy, to have the related educational material evaluated by experts, and to evaluate the students' use of this material, considering difficulties and/or advantages, participation/interaction in this environment, and usability of its tools. The interface used for the internet-based training program was WebCT.
Virtual surgical telesimulations in otolaryngology.
Navarro Newball, Andrés A; Hernández, Carlos J; Velez, Jorge A; Munera, Luis E; García, Gregorio B; Gamboa, Carlos A; Reyes, Antonio J
2005-01-01
Distance learning can be enhanced with the use of virtual reality; this paper describes the design and initial validation of a Web Environment for Surgery Skills Training on Otolaryngology (WESST-OT). WESST-OT was created aimed to help trainees to gain the skills required in order to perform the Functional Endoscopic Sinus Surgery procedure (FESS), since training centers and specialist in this knowledge are scarce in Colombia; also, it is part of a web based educational cycle which simulates the stages of a real procedure. WESST-OT is one from the WESST family of telesimulators which started to be developed from an architecture proposed at the Medicine Meets Virtual Reality conference 2002; also, it is a step towards the use of virtual reality technologies in Latin America.
Providing a virtual tour of a glacial watershed
NASA Astrophysics Data System (ADS)
Berner, L.; Habermann, M.; Hood, E.; Fatland, R.; Heavner, M.; Knuth, E.
2007-12-01
SEAMONSTER, a NASA funded sensor web project, is the SouthEast Alaska MOnitoring Network for Science, Telecommunications, Education, and Research. Seamonster is leveraging existing open-source software and is an implementation of existing sensor web technologies intended to act as a sensor web testbed, an educational tool, a scientific resource, and a public resource. The primary focus area of initial SEAMONSTER deployment is the Lemon Creek watershed, which includes the Lemon Creek Glacier studied as part of the 1957-58 IPY. This presentation describes our year one efforts to maximize education and public outreach activities of SEAMONSTER. During the first summer, 37 sensors were deployed throughout two partially glaciated watersheds and facilitated data acquisition in temperate rain forest, alpine, lacustrine, and glacial environments. Understanding these environments are important for public understanding of climate change. These environments are geographically isolated, limiting public access to, and understanding of, such locales. In an effort to inform the general public and primary educators about the basic processes occurring in these unique natural systems, we are developing an interactive website. This web portal will supplement and enhance environmental science primary education by providing educators and students with interactive access to basic information from the glaciological, hydrological, and meteorological systems we are studying. In addition, we are developing an interactive virtual tour of the Lemon Glacier and its watershed. This effort will include Google Earth as a means of real-time data visualization and will take advantage of time-lapse movies, photographs, maps, and satellite imagery to promote an understanding of these unique natural systems and the role of sensor webs in education.
Software platform virtualization in chemistry research and university teaching
2009-01-01
Background Modern chemistry laboratories operate with a wide range of software applications under different operating systems, such as Windows, LINUX or Mac OS X. Instead of installing software on different computers it is possible to install those applications on a single computer using Virtual Machine software. Software platform virtualization allows a single guest operating system to execute multiple other operating systems on the same computer. We apply and discuss the use of virtual machines in chemistry research and teaching laboratories. Results Virtual machines are commonly used for cheminformatics software development and testing. Benchmarking multiple chemistry software packages we have confirmed that the computational speed penalty for using virtual machines is low and around 5% to 10%. Software virtualization in a teaching environment allows faster deployment and easy use of commercial and open source software in hands-on computer teaching labs. Conclusion Software virtualization in chemistry, mass spectrometry and cheminformatics is needed for software testing and development of software for different operating systems. In order to obtain maximum performance the virtualization software should be multi-core enabled and allow the use of multiprocessor configurations in the virtual machine environment. Server consolidation, by running multiple tasks and operating systems on a single physical machine, can lead to lower maintenance and hardware costs especially in small research labs. The use of virtual machines can prevent software virus infections and security breaches when used as a sandbox system for internet access and software testing. Complex software setups can be created with virtual machines and are easily deployed later to multiple computers for hands-on teaching classes. We discuss the popularity of bioinformatics compared to cheminformatics as well as the missing cheminformatics education at universities worldwide. PMID:20150997
Software platform virtualization in chemistry research and university teaching.
Kind, Tobias; Leamy, Tim; Leary, Julie A; Fiehn, Oliver
2009-11-16
Modern chemistry laboratories operate with a wide range of software applications under different operating systems, such as Windows, LINUX or Mac OS X. Instead of installing software on different computers it is possible to install those applications on a single computer using Virtual Machine software. Software platform virtualization allows a single guest operating system to execute multiple other operating systems on the same computer. We apply and discuss the use of virtual machines in chemistry research and teaching laboratories. Virtual machines are commonly used for cheminformatics software development and testing. Benchmarking multiple chemistry software packages we have confirmed that the computational speed penalty for using virtual machines is low and around 5% to 10%. Software virtualization in a teaching environment allows faster deployment and easy use of commercial and open source software in hands-on computer teaching labs. Software virtualization in chemistry, mass spectrometry and cheminformatics is needed for software testing and development of software for different operating systems. In order to obtain maximum performance the virtualization software should be multi-core enabled and allow the use of multiprocessor configurations in the virtual machine environment. Server consolidation, by running multiple tasks and operating systems on a single physical machine, can lead to lower maintenance and hardware costs especially in small research labs. The use of virtual machines can prevent software virus infections and security breaches when used as a sandbox system for internet access and software testing. Complex software setups can be created with virtual machines and are easily deployed later to multiple computers for hands-on teaching classes. We discuss the popularity of bioinformatics compared to cheminformatics as well as the missing cheminformatics education at universities worldwide.
NASA Astrophysics Data System (ADS)
Sasaki, T.; Azuma, S.; Matsuda, S.; Nagayama, A.; Ogido, M.; Saito, H.; Hanafusa, Y.
2016-12-01
The Japan Agency for Marine-Earth Science and Technology (JAMSTEC) archives a large amount of deep-sea research videos and photos obtained by JAMSTEC's research submersibles and vehicles with cameras. The web site "JAMSTEC E-library of Deep-sea Images : J-EDI" (http://www.godac.jamstec.go.jp/jedi/e/) has made videos and photos available to the public via the Internet since 2011. Users can search for target videos and photos by keywords, easy-to-understand icons, and dive information at J-EDI because operating staffs classify videos and photos as to contents, e.g. living organism and geological environment, and add comments to them.Dive survey data including videos and photos are not only valiant academically but also helpful for education and outreach activities. With the aim of the improvement of visibility for broader communities, we added new functions of 3-dimensional display synchronized various dive survey data with videos in this year.New Functions Users can search for dive survey data by 3D maps with plotted dive points using the WebGL virtual map engine "Cesium". By selecting a dive point, users can watch deep-sea videos and photos and associated environmental data, e.g. water temperature, salinity, rock and biological sample photos, obtained by the dive survey. Users can browse a dive track visualized in 3D virtual spaces using the WebGL JavaScript library. By synchronizing this virtual dive track with videos, users can watch deep-sea videos recorded at a point on a dive track. Users can play an animation which a submersible-shaped polygon automatically traces a 3D virtual dive track and displays of dive survey data are synchronized with tracing a dive track. Users can directly refer to additional information of other JAMSTEC data sites such as marine biodiversity database, marine biological sample database, rock sample database, and cruise and dive information database, on each page which a 3D virtual dive track is displayed. A 3D visualization of a dive track makes users experience a virtual dive survey. In addition, by synchronizing a virtual dive track with videos, it is easy to understand living organisms and geological environments of a dive point. Therefore, these functions will visually support understanding of deep-sea environments in lectures and educational activities.
Web-based courses. More than curriculum.
Mills, M E; Fisher, C; Stair, N
2001-01-01
Online program development depends on an educationally and technologically sound curriculum supported by a solid infrastructure. Creation of a virtual environment through design of online registration and records, financial aid, orientation, advisement, resources, and evaluation and assessment provides students with access and program integrity.The planning of an academic support system as an electronic environment provides challenges and institutional issues requiring systematic analysis.
A Virtual Environment for Resilient Infrastructure Modeling and Design
2015-09-01
Security CI Critical Infrastructure CID Center for Infrastructure Defense CSV Comma Separated Value DAD Defender-Attacker-Defender DHS Department...responses to disruptive events (e.g., cascading failure behavior) in a context- rich , controlled environment for exercises, education, and training...The general attacker-defender (AD) and defender-attacker-defender ( DAD ) models for CI are defined in Brown et al. (2006). These models help
ERIC Educational Resources Information Center
Waragai, Ikumi; Ohta, Tatsuya; Kurabayashi, Shuichi; Kiyoki, Yasushi; Sato, Yukiko; Brückner, Stefan
2017-01-01
This paper presents the prototype of a foreign language learning space, based on the construction of an integrated formal/informal learning environment. Before the background of the continued innovation of information technology that places conventional learning styles and educational methods into new contexts based on new value-standards,…
Understanding the Construction of the Teaching Discourse in an On-Line Environment
ERIC Educational Resources Information Center
Silva, Juan
2013-01-01
The study of interactions regarding on-line environments for education is an area of research that has being developing during the last years in order to know the type of interactions that take place in discussion forums. Interactions analysis is important in order to know and to understand knowledge construction process in a virtual space.…
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.
NASA Astrophysics Data System (ADS)
Ribeiro, Allan; Santos, Helen
With the advent of new information and communication technologies (ICTs), the communicative interaction changes the way of being and acting of people, at the same time that changes the way of work activities related to education. In this range of possibilities provided by the advancement of computational resources include virtual reality (VR) and augmented reality (AR), are highlighted as new forms of information visualization in computer applications. While the RV allows user interaction with a virtual environment totally computer generated; in RA the virtual images are inserted in real environment, but both create new opportunities to support teaching and learning in formal and informal contexts. Such technologies are able to express representations of reality or of the imagination, as systems in nanoscale and low dimensionality, being imperative to explore, in the most diverse areas of knowledge, the potential offered by ICT and emerging technologies. In this sense, this work presents computer applications of virtual and augmented reality developed with the use of modeling and simulation in computational approaches to topics related to nanoscience and nanotechnology, and articulated with innovative pedagogical practices.
NASA Astrophysics Data System (ADS)
Zakirova, A. A.; Ganiev, B. A.; Mullin, R. I.
2015-11-01
The lack of visible and approachable ways of training surgical skills is one of the main problems in medical education. Existing simulation training devices are not designed to teach students, and are not available due to the high cost of the equipment. Using modern technologies such as virtual reality and hands movements fixation technology we want to create innovative method of learning the technics of conducting operations in 3D game format, which can make education process interesting and effective. Creating of 3D format virtual simulator will allow to solve several conceptual problems at once: opportunity of practical skills improvement unlimited by the time without the risk for patient, high realism of environment in operational and anatomic body structures, using of game mechanics for information perception relief and memorization of methods acceleration, accessibility of this program.
ERIC Educational Resources Information Center
Luedtke, Cherry Beth
This project evaluates the status of distance learning at 54 public, two-year community, and technical colleges in Texas. Data was collected from the Web sites of each of the institutions. The Web site data indicted that 44 of the colleges refer specifically to distance education courses offered. To assess what student support services are…
ERIC Educational Resources Information Center
Rodríguez-Ardura, Inma; Meseguer-Artola, Antoni
2016-01-01
User retention is a major goal for higher education institutions running their teaching and learning programmes online. This is the first investigation into how the senses of presence and flow, together with perceptions about two central elements of the virtual education environment (didactic resource quality and instructor attitude), facilitate…
ERIC Educational Resources Information Center
Fowler, Zoe; Stanley, Grant; Murray, Jean; Jones, Marion; McNamara, Olwen
2013-01-01
This article focuses on a virtual research environment (VRE) and how it facilitated the networking of teacher educators participating in an Economic and Social Research Council-funded research capacity-building project. Using the theoretical lenses of situated learning and socio-cultural approaches to literacy, participants' ways of engaging with…
The Impact of Cognitive Styles on Design Students' Spatial Knowledge from Virtual Environments
ERIC Educational Resources Information Center
Yildirm, Isil; Zengel, Rengin
2014-01-01
In parallel with the technological developments dominating usage of digital tools in science and education, caused the transform of knowledge in new ways. The reflection of these integration is seen in design discipline as its active role in this circle whether in practice or in the era of education, Benefit from the capabilities of new…
ERIC Educational Resources Information Center
Bautista, Nazan Uludag; Boone, William J.
2015-01-01
The purpose of this study was to investigate the impact of a mixed-reality teaching environment, called TeachME™ Lab (TML), on early childhood education majors' science teaching self-efficacy beliefs. Sixty-two preservice early childhood teachers participated in the study. Analysis of the quantitative (STEBI-b) and qualitative (journal entries)…
Multi-User Virtual Environments Fostering Collaboration in Formal Education
ERIC Educational Resources Information Center
Di Blas, Nicoletta; Paolini, Paolo
2014-01-01
This paper is about how serious games based on MUVEs in formal education can foster collaboration. More specifically, it is about a large case-study with four different programs which took place from 2002 to 2009 and involved more than 9,000 students, aged between 12 and 18, from various nations (18 European countries, Israel and the USA). These…
e-Learning, e-Books and Virtual Reference Service: The Nexus between the Library and Education
ERIC Educational Resources Information Center
Nicholas, Pauline; White, Thelma
2012-01-01
The society relies on institutions of higher education to produce a literate workforce; one that is able to function in a dynamic, technological, information-overload environment. In support of this new thrust, most universities have incorporated the use of new media and ICTs in the teaching learning process resulting in a multi-modal approach…
Cockell, Charles S; Biller, Beth; Bryce, Casey; Cousins, Claire; Direito, Susana; Forgan, Duncan; Fox-Powell, Mark; Harrison, Jesse; Landenmark, Hanna; Nixon, Sophie; Payler, Samuel J; Rice, Ken; Samuels, Toby; Schwendner, Petra; Stevens, Adam; Nicholson, Natasha; Wadsworth, Jennifer
2018-02-01
The UK Centre for Astrobiology (UKCA) was set up in 2011 as a virtual center to contribute to astrobiology research, education, and outreach. After 5 years, we describe this center and its work in each of these areas. Its research has focused on studying life in extreme environments, the limits of life on Earth, and implications for habitability elsewhere. Among its research infrastructure projects, UKCA has assembled an underground astrobiology laboratory that has hosted a deep subsurface planetary analog program, and it has developed new flow-through systems to study extraterrestrial aqueous environments. UKCA has used this research backdrop to develop education programs in astrobiology, including a massive open online course in astrobiology that has attracted over 120,000 students, a teacher training program, and an initiative to take astrobiology into prisons. In this paper, we review these activities and others with a particular focus on providing lessons to others who may consider setting up an astrobiology center, institute, or science facility. We discuss experience in integrating astrobiology research into teaching and education activities. Key Words: Astrobiology-Centre-Education-Subsurface-Analog research. Astrobiology 18, 224-243.
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.
NASA Astrophysics Data System (ADS)
Cabrol, N. A.; Grigsby, B. H.
2004-12-01
"Life at the Extreme" is an education and public outreach (E/PO) project that engaged teachers and 4-12th grade students (an in part, Prek-3rd grade students) in an internet-based, virtual expedition with scientists as they conducted experiments in a unique planetary analog environment in the Bolivian High-Andes at nearly 6,000 m (~20,000ft). Through high altitude diving and sampling, they explored the Licancabur volcano summit lake, which is one of the closest analogs to ancient lakes on Mars. Their goal was to characterize the environment and to study the defense strategies of life against extreme physical conditions in order to understand the biological potential of Mars and prepare future planetary missions. This "virtual field" was in the form of an interactive web site, live interactive discussions, a live video webcast with the San Francisco Exploratorium, and videotapes. Through this medium, about 2,700 students, 90 schools and teachers were able to directly participate and extend their knowledge of scientific processes as they explored an extreme and unique terrestrial environment. In the weeks leading up to the expedition, and during in-the-field activities, students were able to communicate with scientists as they prepared for and conducted scientific investigations. The general public could follow the expedition as well on the web. Overall, the website received ~70,000 hits from all over the world during the time of the expedition. Allowing this access to scientists as they performed their investigations proved invaluable as students understood the implications of scientific work. The broader impact of this experience provided ground work for other educational institutions to conduct similar activities with leading scientists and bridge the gap that often exists between scientists and education. The project was conducted in partnership with the NASA's Ames Research Center's expedition to the Licancabur volcano, located on the border between Chile and Bolivia and is the location of one of the least explored lakes in the world. K-12 educators played a key roll in the development and implementation of curriculum for this project. In 2002, a teacher accompanied the scientific team to the summit to document their research for the benefit of all k-12 educators both as the exploration occurs and as an ongoing educational enquiry. The virtual field experience was funded through an IDEAS (The Initiative to Develop Education through Astronomy and Space Science) grant. The 2002-03, and 2003-04 virtual field experience can be found at: http://www.extremeenvironment.com.
ERIC Educational Resources Information Center
Chen, Irene
Business educators in middle schools and high schools across the country play a prominent role in developing the knowledge, skills, and attitudes necessary for students to succeed in the workforce. With the advancement of technology, business teachers are coming back to the teacher education program to be retooled and retrained to teach business…
2014-01-01
Background 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. Methods 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. Results A comparison of the mean knowledge score of both groups showed that virtual learning was more effective than traditional learning (effect size = 0.69). Conclusion 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. PMID:24597923
Science Education Using a Computer Model-Virtual Puget Sound
NASA Astrophysics Data System (ADS)
Fruland, R.; Winn, W.; Oppenheimer, P.; Stahr, F.; Sarason, C.
2002-12-01
We created an interactive learning environment based on an oceanographic computer model of Puget Sound-Virtual Puget Sound (VPS)-as an alternative to traditional teaching methods. Students immersed in this navigable 3-D virtual environment observed tidal movements and salinity changes, and performed tracer and buoyancy experiments. Scientific concepts were embedded in a goal-based scenario to locate a new sewage outfall in Puget Sound. Traditional science teaching methods focus on distilled representations of agreed-upon knowledge removed from real-world context and scientific debate. Our strategy leverages students' natural interest in their environment, provides meaningful context and engages students in scientific debate and knowledge creation. Results show that VPS provides a powerful learning environment, but highlights the need for research on how to most effectively represent concepts and organize interactions to support scientific inquiry and understanding. Research is also needed to ensure that new technologies and visualizations do not foster misconceptions, including the impression that the model represents reality rather than being a useful tool. In this presentation we review results from prior work with VPS and outline new work for a modeling partnership recently formed with funding from the National Ocean Partnership Program (NOPP).
Distributed Administration of Online Learning Accounts
ERIC Educational Resources Information Center
Gamrat, Betsy
2004-01-01
Distance learning is a vital part of today's educational environment. Using complex technology, schools are able to connect instructors and students across geographic, physical, and temporal boundaries. Sophisticated software and world-wide connectivity create virtual classrooms that span the globe. These large, accessible, asynchronous,…
Learning Objects and Gerontology
ERIC Educational Resources Information Center
Weinreich, Donna M.; Tompkins, Catherine J.
2006-01-01
Virtual AGE (vAGE) is an asynchronous educational environment that utilizes learning objects focused on gerontology and a learning anytime/anywhere philosophy. This paper discusses the benefits of asynchronous instruction and the process of creating learning objects. Learning objects are "small, reusable chunks of instructional media" Wiley…
Managing Investment in Teaching and Learning Technologies
ERIC Educational Resources Information Center
Coen, Michael; Nicol, David
2007-01-01
Information and communications technologies are radically changing the way that teaching and learning activities are organised and delivered within higher education (HE) institutions. A wide range of technologies is being deployed in quite complex and interactive ways, including virtual learning environments (VLEs), mobile communication…
Quadrado, Virgínia Helena; Silva, Talita Dias da; Favero, Francis Meire; Tonks, James; Massetti, Thais; Monteiro, Carlos Bandeira de Mello
2017-11-10
To examine whether performance improvements in the virtual environment generalize to the natural environment. we had 64 individuals, 32 of which were individuals with DMD and 32 were typically developing individuals. The groups practiced two coincidence timing tasks. In the more tangible button-press task, the individuals were required to 'intercept' a falling virtual object at the moment it reached the interception point by pressing a key on the computer. In the more abstract task, they were instructed to 'intercept' the virtual object by making a hand movement in a virtual environment using a webcam. For individuals with DMD, conducting a coincidence timing task in a virtual environment facilitated transfer to the real environment. However, we emphasize that a task practiced in a virtual environment should have higher rates of difficulties than a task practiced in a real environment. IMPLICATIONS FOR REHABILITATION Virtual environments can be used to promote improved performance in ?real-world? environments. Virtual environments offer the opportunity to create paradigms similar ?real-life? tasks, however task complexity and difficulty levels can be manipulated, graded and enhanced to increase likelihood of success in transfer of learning and performance. Individuals with DMD, in particular, showed immediate performance benefits after using virtual reality.
ERIC Educational Resources Information Center
Warren, Scott; Dondlinger, Mary Jo; Stein, Richard; Barab, Sasha
2009-01-01
This article examines the qualitative findings from a mixed-methods comparison study of the use of an online multi-user virtual environment called Anytown which supplemented face-to-face writing instruction in a fourth grade classroom to determine implications for the design of such environments and the reported impact of this design on students…
ERIC Educational Resources Information Center
Small, Felicity; Dowell, David; Simmons, Peter
2012-01-01
Purpose: Teachers have access to a growing range of online tools to support course delivery, but which ones are valued by students? Expectations and satisfaction are important constructs in the delivery of a service product, and how these constructs operate in a service environment, such as education where the student can also take on the role of…
Identifying Anxiety Through Tracked Head Movements in a Virtual Classroom.
Won, Andrea Stevenson; Perone, Brian; Friend, Michelle; Bailenson, Jeremy N
2016-06-01
Virtual reality allows the controlled simulation of complex social settings, such as classrooms, and thus provides an opportunity to test a range of theories in the social sciences in a way that is both naturalistic and controlled. Importantly, virtual environments also allow the body movements of participants in the virtual world to be tracked and recorded. In the following article, we discuss how tracked head movements were correlated with participants' reports of anxiety in a simulation of a classroom. Participants who reported a high sense of awareness of and concern about the other virtual people in the room showed different patterns of head movement (more lateral head movement, indicating scanning behavior) from those who reported a low level of concern. We discuss the implications of this research for understanding nonverbal behavior associated with anxiety and for the design of online educational systems.
NASA Astrophysics Data System (ADS)
Rengganis, Y. A.; Safrodin, M.; Sukaridhoto, S.
2018-01-01
Virtual Reality Laboratory (VR Lab) is an innovation for conventional learning media which show us whole learning process in laboratory. There are many tools and materials are needed by user for doing practical in it, so user could feel new learning atmosphere by using this innovation. Nowadays, technologies more sophisticated than before. So it would carry in education and it will be more effective, efficient. The Supported technologies are needed us for making VR Lab such as head mounted display device and hand motion gesture device. The integration among them will be used us for making this research. Head mounted display device for viewing 3D environment of virtual reality laboratory. Hand motion gesture device for catching user real hand and it will be visualized in virtual reality laboratory. Virtual Reality will show us, if using the newest technologies in learning process it could make more interesting and easy to understand.
Makransky, Guido; Bonde, Mads T; Wulff, Julie S G; Wandall, Jakob; Hood, Michelle; Creed, Peter A; Bache, Iben; Silahtaroglu, Asli; Nørremølle, Anne
2016-03-25
Simulation based learning environments are designed to improve the quality of medical education by allowing students to interact with patients, diagnostic laboratory procedures, and patient data in a virtual environment. However, few studies have evaluated whether simulation based learning environments increase students' knowledge, intrinsic motivation, and self-efficacy, and help them generalize from laboratory analyses to clinical practice and health decision-making. An entire class of 300 University of Copenhagen first-year undergraduate students, most with a major in medicine, received a 2-h training session in a simulation based learning environment. The main outcomes were pre- to post- changes in knowledge, intrinsic motivation, and self-efficacy, together with post-intervention evaluation of the effect of the simulation on student understanding of everyday clinical practice were demonstrated. Knowledge (Cohen's d = 0.73), intrinsic motivation (d = 0.24), and self-efficacy (d = 0.46) significantly increased from the pre- to post-test. Low knowledge students showed the greatest increases in knowledge (d = 3.35) and self-efficacy (d = 0.61), but a non-significant increase in intrinsic motivation (d = 0.22). The medium and high knowledge students showed significant increases in knowledge (d = 1.45 and 0.36, respectively), motivation (d = 0.22 and 0.31), and self-efficacy (d = 0.36 and 0.52, respectively). Additionally, 90 % of students reported a greater understanding of medical genetics, 82 % thought that medical genetics was more interesting, 93 % indicated that they were more interested and motivated, and had gained confidence by having experienced working on a case story that resembled the real working situation of a doctor, and 78 % indicated that they would feel more confident counseling a patient after the simulation. The simulation based learning environment increased students' learning, intrinsic motivation, and self-efficacy (although the strength of these effects differed depending on their pre-test knowledge), and increased the perceived relevance of medical educational activities. The results suggest that simulations can help future generations of doctors transfer new understanding of disease mechanisms gained in virtual laboratory settings into everyday clinical practice.
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.
Evaluation of Medical Education virtual Program: P3 model.
Rezaee, Rita; Shokrpour, Nasrin; Boroumand, Maryam
2016-10-01
In e-learning, people get involved in a process and create the content (product) and make it available for virtual learners. The present study was carried out in order to evaluate the first virtual master program in medical education at Shiraz University of Medical Sciences according to P3 Model. This is an evaluation research study with post single group design used to determine how effective this program was. All students 60 who participated more than one year in this virtual program and 21 experts including teachers and directors participated in this evaluation project. Based on the P3 e-learning model, an evaluation tool with 5-point Likert rating scale was designed and applied to collect the descriptive data. Students reported storyboard and course design as the most desirable element of learning environment (2.30±0.76), but they declared technical support as the less desirable part (1.17±1.23). Presence of such framework in this regard and using it within the format of appropriate tools for evaluation of e-learning in universities and higher education institutes, which present e-learning curricula in the country, may contribute to implementation of the present and future e-learning curricula efficiently and guarantee its implementation in an appropriate way.
Evaluation of Medical Education virtual Program: P3 model
REZAEE, RITA; SHOKRPOUR, NASRIN; BOROUMAND, MARYAM
2016-01-01
Introduction: In e-learning, people get involved in a process and create the content (product) and make it available for virtual learners. The present study was carried out in order to evaluate the first virtual master program in medical education at Shiraz University of Medical Sciences according to P3 Model. Methods: This is an evaluation research study with post single group design used to determine how effective this program was. All students 60 who participated more than one year in this virtual program and 21 experts including teachers and directors participated in this evaluation project. Based on the P3 e-learning model, an evaluation tool with 5-point Likert rating scale was designed and applied to collect the descriptive data. Results: Students reported storyboard and course design as the most desirable element of learning environment (2.30±0.76), but they declared technical support as the less desirable part (1.17±1.23). Conclusion: Presence of such framework in this regard and using it within the format of appropriate tools for evaluation of e-learning in universities and higher education institutes, which present e-learning curricula in the country, may contribute to implementation of the present and future e-learning curricula efficiently and guarantee its implementation in an appropriate way. PMID:27795971