Representative Model of the Learning Process in Virtual Spaces Supported by ICT
ERIC Educational Resources Information Center
Capacho, José
2014-01-01
This paper shows the results of research activities for building the representative model of the learning process in virtual spaces (e-Learning). The formal basis of the model are supported in the analysis of models of learning assessment in virtual spaces and specifically in Dembo´s teaching learning model, the systemic approach to evaluating…
ERIC Educational Resources Information Center
Nunez Esquer, Gustavo; Sheremetov, Leonid
This paper reports on the results and future research work within the paradigm of Configurable Collaborative Distance Learning, called Espacios Virtuales de Apredizaje (EVA). The paper focuses on: (1) description of the main concepts, including virtual learning spaces for knowledge, collaboration, consulting, and experimentation, a…
ERIC Educational Resources Information Center
Nicholls, Jennifer; Philip, Robyn
2012-01-01
This paper explores the design of virtual and physical learning spaces developed for students of drama and theatre studies. What can we learn from the traditional drama workshop that will inform the design of drama and theatre spaces created in technology-mediated learning environments? The authors examine four examples of spaces created for…
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…
Coming down to Earth: Helping Teachers Use 3D Virtual Worlds in Across-Spaces Learning Situations
ERIC Educational Resources Information Center
Muñoz-Cristóbal, Juan A.; Prieto, Luis P.; Asensio-Pérez, Juan I.; Martínez-Monés, Alejandra; Jorrín-Abellán, Iván M.; Dimitriadis, Yannis
2015-01-01
Different approaches have explored how to provide seamless learning across multiple ICT-enabled physical and virtual spaces, including three-dimensional virtual worlds (3DVW). However, these approaches present limitations that may reduce their acceptance in authentic educational practice: The difficulties of authoring and sharing teacher-created…
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.
Learning Behaviors and Interaction Patterns among Students in Virtual Learning Worlds
ERIC Educational Resources Information Center
Lin, Chi-Syan; Ma, Jung Tsan; Chen, Yi-Lung; Kuo, Ming-Shiou
2010-01-01
The goal of this study is to investigate how students behave themselves in the virtual learning worlds. The study creates a 3D virtual learning world, entitled the Best Digital Village, and implements a learning program on it. The learning program, the Expo, takes place at the Exhibition Center in the Best Digital Village. The space in the Expo is…
Design of Learning Spaces in 3D Virtual Worlds: An Empirical Investigation of "Second Life"
ERIC Educational Resources Information Center
Minocha, Shailey; Reeves, Ahmad John
2010-01-01
"Second Life" (SL) is a three-dimensional (3D) virtual world, and educational institutions are adopting SL to support their teaching and learning. Although the question of how 3D learning spaces should be designed to support student learning and engagement has been raised among SL educators and designers, there is hardly any guidance or…
ERIC Educational Resources Information Center
Zheng, Dongping; Schmidt, Matthew; Hu, Ying; Liu, Min; Hsu, Jesse
2017-01-01
The purpose of this research was to explore the relationships between design, learning, and translanguaging in a 3D collaborative virtual learning environment for adolescent learners of Chinese and English. We designed an open-ended space congruent with ecological and dialogical perspectives on second language acquisition. In such a space,…
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…
Synchronous Learning Best Practices: An Action Research Study
ERIC Educational Resources Information Center
Warden, Clyde A.; Stanworth, James O.; Ren, Jian Biao; Warden, Antony R.
2013-01-01
Low cost and significant advances in technology now allow instructors to create their own virtual learning environments. Creating social interactions within a virtual space that emulates the physical classroom remains challenging. While students are familiar with virtual worlds and video meetings, they are inexperienced as virtual learners. Over a…
Students' Experience of Problem-Based Learning in Virtual Space
ERIC Educational Resources Information Center
Gibbings, Peter; Lidstone, John; Bruce, Christine
2015-01-01
This paper reports outcomes of a study focused on discovering qualitatively different ways students experience problem-based learning in virtual space. A well-accepted and documented qualitative research method was adopted for this study. Five qualitatively different conceptions are described, each revealing characteristics of increasingly complex…
ERIC Educational Resources Information Center
Chen, Judy F.; Warden, Clyde A.; Tai, David Wen-Shung; Chen, Farn-Shing; Chao, Chich-Yang
2011-01-01
Virtual spaces allow abstract representations of reality that not only encourage student self-directed learning but also reinforce core content of the learning objective through visual metaphors not reproducible in the physical world. One of the advantages of such a space is the ability to escape the restrictions of the physical classroom, yet…
Multi-Agent Framework for Virtual Learning Spaces.
ERIC Educational Resources Information Center
Sheremetov, Leonid; Nunez, Gustavo
1999-01-01
Discussion of computer-supported collaborative learning, distributed artificial intelligence, and intelligent tutoring systems focuses on the concept of agents, and describes a virtual learning environment that has a multi-agent system. Describes a model of interactions in collaborative learning and discusses agents for Web-based virtual…
[The use of virtual learning environment in teaching basic and advanced life support].
Cogo, Ana Luísa Petersen; Silveira, Denise Tolfo; Lírio, Aline de Morais; Severo, Carolina Lopes
2003-12-01
The present paper is the result of an experiment conducted as part of the Nursing: basic and advanced life support course, which was offered as a semi-online course using the virtual learning environment called Learning Space. The virtual learning environment optimizes classroom dynamics, since in the classroom setting, practical activities may be privileged; besides, learning is customized as students may access the environment whenever and wherever they wish.
Dynamic Learning in Virtual Spaces: Producers and Consumers of Meaning
ERIC Educational Resources Information Center
Abrams, Sandra Schamroth; Rowsell, Jennifer
2011-01-01
Twenty-first century education includes dynamic learning that is complicated by interactions in both fixed and protean virtual spaces, and it is important to consider the degree of power, agency, and awareness students have as producers and consumers of interactive technology. Outside of school, students engage in meaning making practices, and…
1998-03-01
Research Laboratory’s Virtual Reality Responsive Workbench (VRRWB) and Dragon software system which together address the problem of battle space...and describe the lessons which have been learned. Interactive graphics, workbench, battle space visualization, virtual reality , user interface.
ERIC Educational Resources Information Center
Kasperiuniene, Judita; Zydziunaite, Vilma; Eriksson, Malin
2017-01-01
This qualitative study explored the self-regulated learning (SRL) of teachers and their students in virtual social spaces. The processes of SRL were analyzed from 24 semi-structured individual interviews with professors, instructors and their students from five Lithuanian universities. A core category stroking the net whale showed the process of…
The Use of Virtual Ethnography in Distance Education Research
ERIC Educational Resources Information Center
Uzun, Kadriye; Aydin, Cengiz Hakan
2012-01-01
3D virtual worlds can and have been used as a meeting place for distance education courses. Virtual worlds allow for group learning of the kind enjoyed by students gathered in a virtual classroom, where they know they are in a communal space, they are aware of the social process of learning and are affected by the presence and behaviour of their…
Virtual tour: INL's space battery facility
Johnson, Steve
2018-05-07
This virtual tour shows how INL fuels and tests nuclear power systems for deep space missions. To learn more about INL's contribution to the Mars Science Laboratory, visit http://www.inl.gov/marsrover.
ERIC Educational Resources Information Center
Foreman, Nigel
2009-01-01
The benefits of using virtual environments (VEs) in psychology arise from the fact that movements in virtual space, and accompanying perceptual changes, are treated by the brain in much the same way as those in equivalent real space. The research benefits of using VEs, in areas of psychology such as spatial learning and cognition, include…
Effects of Presence, Copresence, and Flow on Learning Outcomes in 3D Learning Spaces
ERIC Educational Resources Information Center
Hassell, Martin D.; Goyal, Sandeep; Limayem, Moez; Boughzala, Imed
2012-01-01
The level of satisfaction and effectiveness of 3D virtual learning environments were examined. Additionally, 3D virtual learning environments were compared with face-to-face learning environments. Students that experienced higher levels of flow and presence also experienced more satisfaction but not necessarily more effectiveness with 3D virtual…
Assessment of Student Learning in Virtual Spaces, Using Orders of Complexity in Levels of Thinking
ERIC Educational Resources Information Center
Capacho, Jose
2017-01-01
This paper aims at showing a new methodology to assess student learning in virtual spaces supported by Information and Communications Technology-ICT. The methodology is based on the Conceptual Pedagogy Theory, and is supported both on knowledge instruments (KI) and intelectual operations (IO). KI are made up of teaching materials embedded in the…
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,…
Avatars Talking: The Use of Virtual Worlds within Communication Courses
ERIC Educational Resources Information Center
Sarachan, Jeremy; Burk, Nanci; Day, Kenneth; Trevett-Smith, Matthew
2013-01-01
Virtual worlds have become an invaluable space for online learning and the exploration of digital cultures. Communication departments can benefit from using these spaces to educate their students in the logistics of virtual worlds and as a way to better understand how the process of interpersonal and global communication functions in both online…
ERIC Educational Resources Information Center
Kallkvist, Marie; Gomez, Stephen; Andersson, Holger; Lush, David
2009-01-01
The purpose of this study was to create and evaluate personalised virtual learning spaces (PVLSs) in a course that was previously delivered face-to-face only. The study addressed three related questions: (1) Can a PVLS successfully be introduced into a course where IT has not previously featured? (2) Can the PVLSs be used to enhance the assessment…
Attitude and Self-Efficacy Change: English Language Learning in Virtual Worlds
ERIC Educational Resources Information Center
Zheng, Dongping; Young, Michael F.; Brewer, Robert A.; Wagner, Manuela
2009-01-01
This study explored affective factors in learning English as a foreign language in a 3D game-like virtual world, Quest Atlantis (QA). Through the use of communication tools (e.g., chat, bulletin board, telegrams, and email), 3D avatars, and 2D webpage navigation tools in virtual space, nonnative English speakers (NNES) co-solved online…
ERIC Educational Resources Information Center
Nocchi, Susanna; Blin, Françoise
2013-01-01
Notwithstanding their potential for novel approaches to language teaching and learning, Virtual Worlds (VWs) present numerous technological and pedagogical challenges that require new paradigms if the language learning experience and outcomes are to be successful. In this presentation, we argue that the notions of presence and affordance, together…
From Commons to Classroom: The Evolution of Learning Spaces in Academic Libraries
ERIC Educational Resources Information Center
Karasic, Victoria
2016-01-01
Over the past two decades, academic library spaces have evolved to meet the changing teaching and learning needs of diverse campus communities. The Information Commons combines the physical and virtual in an informal library space, whereas the recent Active Learning Classroom creates a more formal setting for collaboration. As scholarship has…
ERIC Educational Resources Information Center
Jones, Greg; Warren, Scott
2009-01-01
Using video games, virtual simulations, and other digital spaces for learning can be a time-consuming process; aside from technical issues that may absorb class time, students take longer to achieve gains in learning in virtual environments. Greg Jones and Scott Warren describe how intelligent agents, in-game characters that respond to the context…
The Tree of Knowledge Project: Organic Designs as Virtual Learning Spaces
ERIC Educational Resources Information Center
Gui, Dean A. F.; AuYeung, Gigi
2013-01-01
The virtual Department of English at the Hong Kong Polytechnic University, also known as the Tree of Knowledge, is a project premised upon using ecology and organic forms to promote language learning in Second Life (SL). Inspired by Salmon's (2010) Tree of Learning concept this study examines how an interactive ecological environment--in this…
VirtualSpace: A vision of a machine-learned virtual space environment
NASA Astrophysics Data System (ADS)
Bortnik, J.; Sarno-Smith, L. K.; Chu, X.; Li, W.; Ma, Q.; Angelopoulos, V.; Thorne, R. M.
2017-12-01
Space borne instrumentation tends to come and go. A typical instrument will go through a phase of design and construction, be deployed on a spacecraft for several years while it collects data, and then be decommissioned and fade into obscurity. The data collected from that instrument will typically receive much attention while it is being collected, perhaps in the form of event studies, conjunctions with other instruments, or a few statistical surveys, but once the instrument or spacecraft is decommissioned, the data will be archived and receive progressively less attention with every passing year. This is the fate of all historical data, and will be the fate of data being collected by instruments even at the present time. But what if those instruments could come alive, and all be simultaneously present at any and every point in time and space? Imagine the scientific insights, and societal gains that could be achieved with a grand (virtual) heliophysical observatory that consists of every current and historical mission ever deployed? We propose that this is not just fantasy but is imminently doable with the data currently available, with the present computational resources, and with currently available algorithms. This project revitalizes existing data resources and lays the groundwork for incorporating data from every future mission to expand the scope and refine the resolution of the virtual observatory. We call this project VirtualSpace: a machine-learned virtual space environment.
Advanced Learning Space as an Asset for Students with Disabilities
ERIC Educational Resources Information Center
Císarová, Klára; Lamr, Marián; Vitvarová, Jana
2015-01-01
The paper describes an e-learning system called Advanced Learning Space that was developed at the Technical University of Liberec. The system provides a personalized virtual work space and promotes communication among students and their teachers. The core of the system is a module that can be used to automatically record, store and playback…
Technology-Enhanced Learning and Community with Market Appeal.
ERIC Educational Resources Information Center
Young, Brian Alexander
2000-01-01
Describes the University of Dayton's Personalized Virtual Room. This Web interface to a virtual space that looks and feels like a campus residence was designed to encourage communication and connectivity among first-year students before they arrive on campus. Discusses the initiative's goals and successes, student reaction, and lessons learned.…
Claiming Unclaimed Spaces: Virtual Spaces for Learning
ERIC Educational Resources Information Center
Miller, Nicole C.
2016-01-01
The purpose of this study was to describe and examine the environments used by teacher candidates in multi-user virtual environments. Secondary data analysis of a case study methodology was employed. Multiple data sources including interviews, surveys, observations, snapshots, course artifacts, and the researcher's journal were used in the initial…
EVA: Collaborative Distributed Learning Environment Based in Agents.
ERIC Educational Resources Information Center
Sheremetov, Leonid; Tellez, Rolando Quintero
In this paper, a Web-based learning environment developed within the project called Virtual Learning Spaces (EVA, in Spanish) is presented. The environment is composed of knowledge, collaboration, consulting, experimentation, and personal spaces as a collection of agents and conventional software components working over the knowledge domains. All…
EVA: An Interactive Web-Based Collaborative Learning Environment
ERIC Educational Resources Information Center
Sheremetov, Leonid; Arenas, Adolfo Guzman
2002-01-01
In this paper, a Web-based learning environment developed within the project called Virtual Learning Spaces (EVA, in Spanish) is described. The environment is composed of knowledge, collaboration, consulting and experimentation spaces as a collection of agents and conventional software components working over the knowledge domains. All user…
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,…
Prospects for Digital Campus with Extensive Applications of Virtual Collaborative Space
ERIC Educational Resources Information Center
Nishide, Ryo
2011-01-01
This paper proposes extensive applications of virtual collaborative space in order to enhance the efficiency and capability of Digital Campus. The usability of Digital Campus has been experimented in different learning environments and evaluated by questionnaire as that the presence technology and a sense of solidarity influence the participants'…
Enhancement of Spatial Thinking with Virtual Spaces 1.0
ERIC Educational Resources Information Center
Hauptman, Hanoch
2010-01-01
Developing a software environment to enhance 3D geometric proficiency demands the consideration of theoretical views of the learning process. Simultaneously, this effort requires taking into account the range of tools that technology offers, as well as their limitations. In this paper, we report on the design of Virtual Spaces 1.0 software, a…
NASA Technical Reports Server (NTRS)
Lehtonen, Ken
1999-01-01
This is a report to the Third Annual International Virtual Company Conference, on The Development of a Virtual Company to Support the Reengineering of the NASA/Goddard Hubble Space Telescope (HST) Control Center System. It begins with a HST Science "Commercial": Brief Tour of Our Universe showing various pictures taken from the Hubble Space Telescope. The presentation then reviews the project background and goals. Evolution of the Control Center System ("CCS Inc.") is then reviewed. Topics of Interest to "virtual companies" are reviewed: (1) "How To Choose A Team" (2) "Organizational Model" (3) "The Human Component" (4) "'Virtual Trust' Among Teaming Companies" (5) "Unique Challenges to Working Horizontally" (6) "The Cultural Impact" (7) "Lessons Learned".
Parallel-distributed mobile robot simulator
NASA Astrophysics Data System (ADS)
Okada, Hiroyuki; Sekiguchi, Minoru; Watanabe, Nobuo
1996-06-01
The aim of this project is to achieve an autonomous learning and growth function based on active interaction with the real world. It should also be able to autonomically acquire knowledge about the context in which jobs take place, and how the jobs are executed. This article describes a parallel distributed movable robot system simulator with an autonomous learning and growth function. The autonomous learning and growth function which we are proposing is characterized by its ability to learn and grow through interaction with the real world. When the movable robot interacts with the real world, the system compares the virtual environment simulation with the interaction result in the real world. The system then improves the virtual environment to match the real-world result more closely. This the system learns and grows. It is very important that such a simulation is time- realistic. The parallel distributed movable robot simulator was developed to simulate the space of a movable robot system with an autonomous learning and growth function. The simulator constructs a virtual space faithful to the real world and also integrates the interfaces between the user, the actual movable robot and the virtual movable robot. Using an ultrafast CG (computer graphics) system (FUJITSU AG series), time-realistic 3D CG is displayed.
The road to virtual: the Sauls Memorial Virtual Library journey.
Waddell, Stacie; Harkness, Amy; Cohen, Mark L
2014-01-01
The Sauls Memorial Virtual Library closed its physical space in 2012. This article outlines the reasons for this change and how the library staff and hospital leadership planned and executed the enormous undertaking. Outcomes of the change and lessons learned from the process are discussed.
ERIC Educational Resources Information Center
Bouras, Christos; Triglianos, Vasileios; Tsiatsos, Thrasyvoulos
2014-01-01
Three dimensional Collaborative Virtual Environments are a powerful form of collaborative telecommunication applications, enabling the users to share a common three-dimensional space and interact with each other as well as with the environment surrounding them, in order to collaboratively solve problems or aid learning processes. Such an…
A Model for the Design of Puzzle-Based Games Including Virtual and Physical Objects
ERIC Educational Resources Information Center
Melero, Javier; Hernandez-Leo, Davinia
2014-01-01
Multiple evidences in the Technology-Enhanced Learning domain indicate that Game-Based Learning can lead to positive effects in students' performance and motivation. Educational games can be completely virtual or can combine the use of physical objects or spaces in the real world. However, the potential effectiveness of these approaches…
ERIC Educational Resources Information Center
Titus, Simone
2013-01-01
Over the past few years, the virtual landscape of South African higher education institutions has changed as a result of ubiquitous and ever-present technological initiatives that can potentially provide students with a flexible learning space. Within these learning spaces, Web 2.0 tools have transformed educators' pedagogical approaches to…
"Space and Consequences": The Influence of the Roundtable Classroom Design on Student Dialogue
ERIC Educational Resources Information Center
Parsons, Caroline S.
2016-01-01
This study sought to explore how the design of both physical and virtual learning spaces influence student dialogue in a modern university. Qualitative analysis of the learning spaces in an undergraduate liberal arts program was conducted. Interview and focus group data from students and faculty, in addition to classroom observations, resulted in…
The Commercial Side of Virtual Play Worlds
ERIC Educational Resources Information Center
Kargin, Tolga
2018-01-01
In recent years, virtual play spaces have become enormously popular among young children around the world. As yet, though, there has been relatively little research into the ways in which children interact on such sites and what they learn in the process. This article describes a study of kids' experiences with one such virtual world, Club…
Virtual Worlds, Virtual Literacy: An Educational Exploration
ERIC Educational Resources Information Center
Stoerger, Sharon
2008-01-01
Virtual worlds enable students to learn through seeing, knowing, and doing within visually rich and mentally engaging spaces. Rather than reading about events, students become part of the events through the adoption of a pre-set persona. Along with visual feedback that guides the players' activities and the development of visual skills, visual…
A Virtual Map to Support People Who Are Blind in Navigation through Real Spaces
ERIC Educational Resources Information Center
Lahav, Orly; Schloerb, David W.; Kumar, Siddarth; Srinivasan, Mandayam A.
2011-01-01
Most of the spatial information needed by sighted people to construct cognitive maps of spaces is gathered through the visual channel. Unfortunately, people who are blind lack the ability to collect the required spatial information in advance. The use of virtual reality as a learning and rehabilitation tool for people with disabilities has been on…
ERIC Educational Resources Information Center
Messina Dahlberg, Giulia; Bagga-Gupta, Sangeeta
2014-01-01
The use of digital tools like computers and tablets in institutional learning arenas give rise to forms of flexibility where time and space boundaries become diffuse. Online learning sites are understood as being crucial today, especially in large parts of the Global North, where anyone anywhere potentially can become a student and have access to…
ERIC Educational Resources Information Center
Cervini, Cristiana; Solovova, Olga; Jakkula, Annukka; Ruta, Karolina
2016-01-01
Learning has been moving out of classrooms into virtual and physical spaces for over a decade now (Naismith, Lonsdale, Vavoula, & Sharples, 2004). It is becoming mobile "in space", i.e. carried across various domains (workplace, home, places of leisure), "in time", as it encompasses different moments of the day, and in…
ERIC Educational Resources Information Center
Lu, Lilly
2013-01-01
3D virtual worlds (3D VWs) are considered one of the emerging learning spaces of the 21st century; however, few empirical studies have investigated educational applications and student learning aspects in art education. This study focused on students' responses to and challenges with 3D VWs in both aspects. The findings show that most participants…
The experiment editor: supporting inquiry-based learning with virtual labs
NASA Astrophysics Data System (ADS)
Galan, D.; Heradio, R.; de la Torre, L.; Dormido, S.; Esquembre, F.
2017-05-01
Inquiry-based learning is a pedagogical approach where students are motivated to pose their own questions when facing problems or scenarios. In physics learning, students are turned into scientists who carry out experiments, collect and analyze data, formulate and evaluate hypotheses, and so on. Lab experimentation is essential for inquiry-based learning, yet there is a drawback with traditional hands-on labs in the high costs associated with equipment, space, and maintenance staff. Virtual laboratories are helpful to reduce these costs. This paper enriches the virtual lab ecosystem by providing an integrated environment to automate experimentation tasks. In particular, our environment supports: (i) scripting and running experiments on virtual labs, and (ii) collecting and analyzing data from the experiments. The current implementation of our environment supports virtual labs created with the authoring tool Easy Java/Javascript Simulations. Since there are public repositories with hundreds of freely available labs created with this tool, the potential applicability to our environment is considerable.
Space Strategies for the New Learning Landscape
ERIC Educational Resources Information Center
Dugdale, Shirley
2009-01-01
The Learning Landscape is the total context for students' learning experiences and the diverse landscape of learning settings available today--from specialized to multipurpose, from formal to informal, and from physical to virtual. The goal of the Learning Landscape approach is to acknowledge this richness and maximize encounters among people,…
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…
Web-Based Virtual Laboratory for Food Analysis Course
NASA Astrophysics Data System (ADS)
Handayani, M. N.; Khoerunnisa, I.; Sugiarti, Y.
2018-02-01
Implementation of learning on food analysis course in Program Study of Agro-industrial Technology Education faced problems. These problems include the availability of space and tools in the laboratory that is not comparable with the number of students also lack of interactive learning tools. On the other hand, the information technology literacy of students is quite high as well the internet network is quite easily accessible on campus. This is a challenge as well as opportunities in the development of learning media that can help optimize learning in the laboratory. This study aims to develop web-based virtual laboratory as one of the alternative learning media in food analysis course. This research is R & D (research and development) which refers to Borg & Gall model. The results showed that assessment’s expert of web-based virtual labs developed, in terms of software engineering aspects; visual communication; material relevance; usefulness and language used, is feasible as learning media. The results of the scaled test and wide-scale test show that students strongly agree with the development of web based virtual laboratory. The response of student to this virtual laboratory was positive. Suggestions from students provided further opportunities for improvement web based virtual laboratory and should be considered for further research.
Designerly Talk in Non-Pedagogical Social Spaces
ERIC Educational Resources Information Center
Gray, Colin M.; Howard, Craig D.
2014-01-01
Students live and work in worlds where virtual communities, such as those created via social network sites (e.g. Facebook) may interplay with their formal learning, but scholars of design pedagogy know little about how these spaces can support design learning. In this study, we describe how a set of informal communications, encapsulated in five…
Promoting Reflection in Asynchronous Virtual Learning Spaces: Tertiary Distance Tutors' Conceptions
ERIC Educational Resources Information Center
Rivers, Bethany Alden; Richardson, John T. E.; Price, Linda
2014-01-01
Increasingly, universities are embedding reflective activities into the curriculum. With the growth in online tertiary education, how effectively is reflection being promoted or used in online learning spaces? Based on the notion that teachers' beliefs will influence their approaches to teaching, this research sought to understand how a group of…
NASA Astrophysics Data System (ADS)
Pearson, V. K.; Greenwood, R. C.; Bridges, J.; Watson, J.; Brooks, V.
The Rocks From Space outreach initiative and The Space Safari: the development of virtual learning environments for planetary science outreach in the UK. V.K. Pearson (1), R.C. Greenwood (1), J. Bridges (1), J. Watson (2) and V. Brooks (2) (1) Plantetary and Space Sciences Research Institute (PSSRI), The Open University, Milton Keynes, MK7 6AA. (2) Stockton-on-Tees City Learning Centre, Marsh House Avenue, Billingham, TS23 3QJ. (v.k.pearson@open.ac.uk Fax: +44 (0) 858022 Phone: +44 (0) 1908652814 The Rocks From Space (RFS) project is a PPARC and Open University supported planetary science outreach initiative. It capitalises on the successes of Open University involvement in recent space missions such as Genesis and Stardust which have brought planetary science to the forefront of public attention.Our traditional methods of planetary science outreach have focussed on activities such as informal school visits and public presentations. However, these traditional methods are often limited to a local area to fit within time and budget constraints and therefore RFS looks to new technologies to reach geographically dispersed audiences. In collaboration with Stockton-on-Tees City Learning Centre, we have conducted a pilot study into the use of Virtual Learning Environments (VLEs) for planetary science outreach. The pilot study was undertaken under the guise of a "Space Safari" in which pupils dispersed across the Teesside region of the UK could collaboratively explore the Solar System. Over 300 students took part in the pilot from 11 primary schools (ages 6-10). Resources for their exploration were provided by Open University scientists in Milton Keynes and hosted on the VLE. Students were encouraged to post their findings, ideas and questions via wikis and a VLE forum. This combination of contributions from students, teachers and scientists encouraged a collaborative learning environment. These asynchronous activities were complemented by synchronous virtual classroom activities using Elluminate Live! facilities where students could attend "drop-in" sessions with scientists to discuss their exploration. Following these activities, schools were asked to produce a collaborative piece of work about their exploration that could be hosted on the Rocks From Space website (www.rocksfromspace.open.ac.uk; designed by Milton Keynes HE college students) as a resource for future projects and wider public access. Submissions included powerpoint presentations, animations, poems and murals and illustrates the cross curriculum nature of this project. We present the outcomes and evaluation of this pilot study with recommendations for the future use of VLEs in planetary science outreach.
Exploring Learning through Audience Interaction in Virtual Reality Dome Theaters
NASA Astrophysics Data System (ADS)
Apostolellis, Panagiotis; Daradoumis, Thanasis
Informal learning in public spaces like museums, science centers and planetariums is increasingly popular during the last years. Recent advancements in large-scale displays allowed contemporary technology-enhanced museums to get equipped with digital domes, some with real-time capabilities like Virtual Reality systems. By conducting extensive literature review we have come to the conclusion that little to no research has been carried out on the leaning outcomes that the combination of VR and audience interaction can provide in the immersive environments of dome theaters. Thus, we propose that audience collaboration in immersive virtual reality environments presents a promising approach to support effective learning in groups of school aged children.
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
Flores, Serena; Walters, Nicole McZeal; Kiekel, Jean
2018-01-01
The purpose of this qualitative study was to examine holistic perceptions of teachers in a virtual high school who deliver secondary instruction using an online format. The demand for equitable learning spaces to support both teachers and students have led to the increased demand of virtual schools. The questionnaire administered to eight online…
Virtual Worlds; Real Learning: Design Principles for Engaging Immersive Environments
NASA Technical Reports Server (NTRS)
Wu (u. Sjarpm)
2012-01-01
The EMDT master's program at Full Sail University embarked on a small project to use a virtual environment to teach graduate students. The property used for this project has evolved our several iterations and has yielded some basic design principles and pedagogy for virtual spaces. As a result, students are emerging from the program with a better grasp of future possibilities.
ERIC Educational Resources Information Center
Delahunty, Janine; Verenikina, Irina; Jones, Pauline
2014-01-01
This review focuses on three interconnected socio-emotional aspects of online learning: interaction, sense of community and identity formation. In the intangible social space of the virtual classroom, students come together to learn through dialogic, often asynchronous, exchanges. This creates distinctive learning environments where learning…
NASA Astrophysics Data System (ADS)
Murphy, M.; Chenaux, A.; Keenaghan, G.; GIbson, V..; Butler, J.; Pybusr, C.
2017-08-01
In this paper the recording and design for a Virtual Reality Immersive Model of Armagh Observatory is presented, which will replicate the historic buildings and landscape with distant meridian markers and position of its principal historic instruments within a model of the night sky showing the position of bright stars. The virtual reality model can be used for educational purposes allowing the instruments within the historic building model to be manipulated within 3D space to demonstrate how the position measurements of stars were made in the 18th century. A description is given of current student and researchers activities concerning on-site recording and surveying and the virtual modelling of the buildings and landscape. This is followed by a design for a Virtual Reality Immersive Model of Armagh Observatory use game engine and virtual learning platforms and concepts.
Reconsidering the Role of Recorded Audio as a Rich, Flexible and Engaging Learning Space
ERIC Educational Resources Information Center
Middleton, Andrew
2016-01-01
Audio needs to be recognised as an integral medium capable of extending education's formal and informal, virtual and physical learning spaces. This paper reconsiders the value of educational podcasting through a review of literature and a module case study. It argues that a pedagogical understanding is needed and challenges technology-centred or…
ERIC Educational Resources Information Center
deNoyelles, Aimee; Raider-Roth, Miriam
2016-01-01
This article details the results of an action research study which investigated how teachers used online learning community spaces to develop and support their teaching and learning of the Jewish Court of All Time (JCAT), a web-mediated, character-playing, simulation game that engages participants with social, historical and cultural curricula.…
ERIC Educational Resources Information Center
Magruder, Lewis
2016-01-01
Learning how to transform an empty space into one alive with dramatic possibilities is one of the challenges facing students in several disciplines--for example, graphic design, filmmaking, gaming, architecture, interior design, visual arts, and designing and directing for the theatre. The author, a professor of directing for the theatre,…
Community of Practice or Affinity Space: A Case Study of a Professional Development MOOC
ERIC Educational Resources Information Center
Jones, Kyle M. L.; Stephens, Michael; Branch-Mueller, Jennifer; de Groot, Joanne
2016-01-01
Massive Open Online Courses (MOOCs) have brought about new questions regarding the construction of virtual learning environments and course delivery systems. One such question that researchers and instructors alike are considering is the role of community in learning spaces. This paper uses a professional development (PD) MOOC as a case study to…
What People Talk About in Virtual Worlds
NASA Astrophysics Data System (ADS)
Maher, Mary Lou
This chapter examines what people talk about in virtual worlds, employing protocol analysis. Each of two scenario studies was developed to assess the impact of virtual worlds as a collaborative environment for a specific purpose: one for learning and one for designing. The first designed a place in Active Worlds for a course on Web Site Design, having group learning spaces surrounded by individual student galleries. Student text chat was analyzed through a coding scheme with four major categories: control, technology, learning, and place. The second studied expert architects in a Second Life environment called DesignWorld that combined 3D modeling and sketching tools. Video and audio recordings were coded in terms of four categories of communication content (designing, representation of the model, awareness of each other, and software features), and in terms of synthesis comparing alternative designs versus analysis of how well the proposed solution satisfies the given design task. Both studies found that people talk about their avatars, identity, and location in the virtual world. However, the discussion is chiefly about the task and not about the virtual world, implying that virtual worlds provide a viable environment for learning and designing that does not distract people from their task.
NASA Astrophysics Data System (ADS)
Speyerer, E. J.; Ferrari, K. A.; Lowes, L. L.; Raad, P. E.; Cuevas, T.; Purdy, J. A.
2006-03-01
With advances in computers, graphics, and especially video games, manned space exploration can become real, by creating a safe, fun learning environment that allows players to explore the solar system from the comfort of their personal computers.
Can Virtual Environments Enhance the Learning of Historical Chronology?
ERIC Educational Resources Information Center
Foreman, Nigel; Boyd-Davis, Stephen; Moar, Magnus; Korallo, Liliya; Chappell, Emma
2008-01-01
Historical time and chronological sequence are usually conveyed to pupils via the presentation of semantic information on printed worksheets, events being rote-memorised according to date. We explored the use of virtual environments in which successive historical events were depicted as "places" in time-space, encountered sequentially in…
A Virtual Reality Simulator Prototype for Learning and Assessing Phaco-sculpting Skills
NASA Astrophysics Data System (ADS)
Choi, Kup-Sze
This paper presents a virtual reality based simulator prototype for learning phacoemulsification in cataract surgery, with focus on the skills required for making a cross-shape trench in cataractous lens by an ultrasound probe during the phaco-sculpting procedure. An immersive virtual environment is created with 3D models of the lens and surgical tools. Haptic device is also used as 3D user interface. Phaco-sculpting is simulated by interactively deleting the constituting tetrahedrons of the lens model. Collisions between the virtual probe and the lens are effectively identified by partitioning the space containing the lens hierarchically with an octree. The simulator can be programmed to collect real-time quantitative user data for reviewing and assessing trainee's performance in an objective manner. A game-based learning environment can be created on top of the simulator by incorporating gaming elements based on the quantifiable performance metrics.
Re-conceptualsing Learning Spaces: Developing Capabilities in a High-Tech Small Firm.
ERIC Educational Resources Information Center
Macpherson, Allan; Jones, Ossie; Zhang, Michael; Wilson, Alison
2003-01-01
A case study of a small high-tech business explains how they created a virtual cluster of innovation through supply networks, enhancing their own learning and facilitating integration of knowledge. This process overcomes limitations to management learning for small companies in isolated regions. (Contains 66 references.) (SK)
Learning by Doing: Using an Online Simulation Game in an International Relations Course
ERIC Educational Resources Information Center
Epley, Jennifer
2016-01-01
Integrating interactive learning activities into undergraduate courses is one method for increasing student interest, engagement, and skills development. Online simulation games in particular offer students the unique applied opportunity to "learn by doing" in a virtual space to further their overall knowledge base and critical thinking…
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…
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…
ERIC Educational Resources Information Center
Cool, Kathleen L.
2013-01-01
This study explored how avid users of "Second Life" ("SL") experience and make meaning of informal learning activities in virtual art museums and similar cultural spaces through their avatars. While recent literature has laid the groundwork for studying student engagement and formal learning, the lacuna of research bound by the…
Personalised Learning in the Open Classroom: The Mutuality of Teacher and Student Agency
ERIC Educational Resources Information Center
Deed, Craig; Cox, Peter; Dorman, Jeffrey; Edwards, Debra; Farrelly, Cathleen; Keeffe, Mary; Lovejoy, Valerie; Mow, Lucy; Sellings, Peter; Prain, Vaughan; Waldrip, Bruce; Yager, Zali
2014-01-01
In this paper we examine how agency is characterised by teachers and students when personalised learning is enacted in the contemporary open classroom. A case study is outlined that identifies teacher reasoning for practice, the use of physical and virtual learning spaces, and student reaction to teacher facilitation of personalised learning.…
Reforming the Environment: The Influence of the Roundtable Classroom Design on Interactive Learning
ERIC Educational Resources Information Center
Parsons, Caroline S.
2017-01-01
This study investigated the influence of physical and virtual learning spaces on interactive learning in a college and university setting. Qualitative analysis of an undergraduate liberal arts program that employs the use of roundtable classrooms was conducted. Interview and focus group data from students and faculty, along with classroom…
ERIC Educational Resources Information Center
Kim, Paul; Hong, Ji-Seong; Bonk, Curtis; Lim, Gloria
2011-01-01
A Web 2.0 environment that is coupled with emerging multimodal interaction tools can have considerable influence on team learning outcomes. Today, technologies supporting social networking, collective intelligence, emotional interaction, and virtual communication are introducing new forms of collaboration that are profoundly impacting education.…
A Virtual Space for Children to Meet and Practice Chinese
ERIC Educational Resources Information Center
Si, Mei
2015-01-01
Second language acquisition after the students have learned their first language is a unique process. One major difference between learning a foreign language and one's mother tongue is that second language learning is often facilitated with digital media, and in particular, through interacting with computers. This project is aimed at leveraging…
NASA Astrophysics Data System (ADS)
Simonnet, Mathieu; Jacobson, Dan; Vieilledent, Stephane; Tisseau, Jacques
Navigating consists of coordinating egocentric and allocentric spatial frames of reference. Virtual environments have afforded researchers in the spatial community with tools to investigate the learning of space. The issue of the transfer between virtual and real situations is not trivial. A central question is the role of frames of reference in mediating spatial knowledge transfer to external surroundings, as is the effect of different sensory modalities accessed in simulated and real worlds. This challenges the capacity of blind people to use virtual reality to explore a scene without graphics. The present experiment involves a haptic and auditory maritime virtual environment. In triangulation tasks, we measure systematic errors and preliminary results show an ability to learn configurational knowledge and to navigate through it without vision. Subjects appeared to take advantage of getting lost in an egocentric “haptic” view in the virtual environment to improve performances in the real environment.
Designing Digital Game-Based Learning Environments
ERIC Educational Resources Information Center
An, Yun-Jo; Bonk, Curtis J.
2009-01-01
With the emergence of the Web 2.0 and other technologies for learning, there are a variety of special places that did not exist previously in which to pursue learning. Not just a few dozen more but millions more. Many of these are not the physical learning spaces one might envision but entirely virtual or digital ones. As an example, the area of…
Photorealistic virtual anatomy based on Chinese Visible Human data.
Heng, P A; Zhang, S X; Xie, Y M; Wong, T T; Chui, Y P; Cheng, C Y
2006-04-01
Virtual reality based learning of human anatomy is feasible when a database of 3D organ models is available for the learner to explore, visualize, and dissect in virtual space interactively. In this article, we present our latest work on photorealistic virtual anatomy applications based on the Chinese Visible Human (CVH) data. We have focused on the development of state-of-the-art virtual environments that feature interactive photo-realistic visualization and dissection of virtual anatomical models constructed from ultra-high resolution CVH datasets. We also outline our latest progress in applying these highly accurate virtual and functional organ models to generate realistic look and feel to advanced surgical simulators. (c) 2006 Wiley-Liss, Inc.
Students' Experience of University Space: An Exploratory Study
ERIC Educational Resources Information Center
Cox, Andrew M.
2011-01-01
The last decade has seen a wave of new building across British universities, so that it would appear that despite the virtualization discourses around higher education, space still matters in learning. Yet studies of student experience of the physical space of the university are rather lacking. This paper explores the response of one group of…
Localising Content for an XMOOC in the UAE
ERIC Educational Resources Information Center
Eppard, Jenny; Reddy, Preeya
2017-01-01
Universities in the UAE are entering the age of virtual and open access education. This paper describes the evolution of a MOOC at a state-funded university in Dubai. We will describe the challenges as well as a reflection of our experiences as creating virtual learning spaces in this culture differs somewhat from Western models. [For the complete…
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…
ERIC Educational Resources Information Center
Zheng, Dongping
2012-01-01
This study provides concrete evidence of ecological, dialogical views of languaging within the dynamics of coordination and cooperation in a virtual world. Beginning level second language learners of Chinese engaged in cooperative activities designed to provide them opportunities to refine linguistic actions by way of caring for others, for the…
Virtual World Learning Spaces: Developing a Second Life Operating Room Simulation
ERIC Educational Resources Information Center
Gerald, Stephanie; Antonacci, David M.
2009-01-01
User-created virtual worlds, such as Second Life, are a hot topic in higher education. Thousands of educators are currently exploring and using Second Life, and hundreds of colleges and universities have purchased and developed their own private islands in Second Life, including the University of Kansas Medical Center (KUMC). Because it is so easy…
ERIC Educational Resources Information Center
Savin-Baden, M.; Falconer, L.
2016-01-01
Virtual worlds are relatively recent developments, and so it is tempting to believe that they need to be understood through newly developed theories and philosophies. However, humans have long thought about the nature of reality and what it means to be "real." This paper examines the three persistent philosophical concepts of Metaxis,…
Sengül, Ali; van Elk, Michiel; Rognini, Giulio; Aspell, Jane Elizabeth; Bleuler, Hannes; Blanke, Olaf
2012-01-01
The effects of real-world tool use on body or space representations are relatively well established in cognitive neuroscience. Several studies have shown, for example, that active tool use results in a facilitated integration of multisensory information in peripersonal space, i.e. the space directly surrounding the body. However, it remains unknown to what extent similar mechanisms apply to the use of virtual-robotic tools, such as those used in the field of surgical robotics, in which a surgeon may use bimanual haptic interfaces to control a surgery robot at a remote location. This paper presents two experiments in which participants used a haptic handle, originally designed for a commercial surgery robot, to control a virtual tool. The integration of multisensory information related to the virtual-robotic tool was assessed by means of the crossmodal congruency task, in which subjects responded to tactile vibrations applied to their fingers while ignoring visual distractors superimposed on the tip of the virtual-robotic tool. Our results show that active virtual-robotic tool use changes the spatial modulation of the crossmodal congruency effects, comparable to changes in the representation of peripersonal space observed during real-world tool use. Moreover, when the virtual-robotic tools were held in a crossed position, the visual distractors interfered strongly with tactile stimuli that was connected with the hand via the tool, reflecting a remapping of peripersonal space. Such remapping was not only observed when the virtual-robotic tools were actively used (Experiment 1), but also when passively held the tools (Experiment 2). The present study extends earlier findings on the extension of peripersonal space from physical and pointing tools to virtual-robotic tools using techniques from haptics and virtual reality. We discuss our data with respect to learning and human factors in the field of surgical robotics and discuss the use of new technologies in the field of cognitive neuroscience. PMID:23227142
Sengül, Ali; van Elk, Michiel; Rognini, Giulio; Aspell, Jane Elizabeth; Bleuler, Hannes; Blanke, Olaf
2012-01-01
The effects of real-world tool use on body or space representations are relatively well established in cognitive neuroscience. Several studies have shown, for example, that active tool use results in a facilitated integration of multisensory information in peripersonal space, i.e. the space directly surrounding the body. However, it remains unknown to what extent similar mechanisms apply to the use of virtual-robotic tools, such as those used in the field of surgical robotics, in which a surgeon may use bimanual haptic interfaces to control a surgery robot at a remote location. This paper presents two experiments in which participants used a haptic handle, originally designed for a commercial surgery robot, to control a virtual tool. The integration of multisensory information related to the virtual-robotic tool was assessed by means of the crossmodal congruency task, in which subjects responded to tactile vibrations applied to their fingers while ignoring visual distractors superimposed on the tip of the virtual-robotic tool. Our results show that active virtual-robotic tool use changes the spatial modulation of the crossmodal congruency effects, comparable to changes in the representation of peripersonal space observed during real-world tool use. Moreover, when the virtual-robotic tools were held in a crossed position, the visual distractors interfered strongly with tactile stimuli that was connected with the hand via the tool, reflecting a remapping of peripersonal space. Such remapping was not only observed when the virtual-robotic tools were actively used (Experiment 1), but also when passively held the tools (Experiment 2). The present study extends earlier findings on the extension of peripersonal space from physical and pointing tools to virtual-robotic tools using techniques from haptics and virtual reality. We discuss our data with respect to learning and human factors in the field of surgical robotics and discuss the use of new technologies in the field of cognitive neuroscience.
NASA Technical Reports Server (NTRS)
Matthews, Bryan L.; Srivastava, Ashok N.
2010-01-01
Prior to the launch of STS-119 NASA had completed a study of an issue in the flow control valve (FCV) in the Main Propulsion System of the Space Shuttle using an adaptive learning method known as Virtual Sensors. Virtual Sensors are a class of algorithms that estimate the value of a time series given other potentially nonlinearly correlated sensor readings. In the case presented here, the Virtual Sensors algorithm is based on an ensemble learning approach and takes sensor readings and control signals as input to estimate the pressure in a subsystem of the Main Propulsion System. Our results indicate that this method can detect faults in the FCV at the time when they occur. We use the standard deviation of the predictions of the ensemble as a measure of uncertainty in the estimate. This uncertainty estimate was crucial to understanding the nature and magnitude of transient characteristics during startup of the engine. This paper overviews the Virtual Sensors algorithm and discusses results on a comprehensive set of Shuttle missions and also discusses the architecture necessary for deploying such algorithms in a real-time, closed-loop system or a human-in-the-loop monitoring system. These results were presented at a Flight Readiness Review of the Space Shuttle in early 2009.
Radac, Mircea-Bogdan; Precup, Radu-Emil; Roman, Raul-Cristian
2018-02-01
This paper proposes a combined Virtual Reference Feedback Tuning-Q-learning model-free control approach, which tunes nonlinear static state feedback controllers to achieve output model reference tracking in an optimal control framework. The novel iterative Batch Fitted Q-learning strategy uses two neural networks to represent the value function (critic) and the controller (actor), and it is referred to as a mixed Virtual Reference Feedback Tuning-Batch Fitted Q-learning approach. Learning convergence of the Q-learning schemes generally depends, among other settings, on the efficient exploration of the state-action space. Handcrafting test signals for efficient exploration is difficult even for input-output stable unknown processes. Virtual Reference Feedback Tuning can ensure an initial stabilizing controller to be learned from few input-output data and it can be next used to collect substantially more input-state data in a controlled mode, in a constrained environment, by compensating the process dynamics. This data is used to learn significantly superior nonlinear state feedback neural networks controllers for model reference tracking, using the proposed Batch Fitted Q-learning iterative tuning strategy, motivating the original combination of the two techniques. The mixed Virtual Reference Feedback Tuning-Batch Fitted Q-learning approach is experimentally validated for water level control of a multi input-multi output nonlinear constrained coupled two-tank system. Discussions on the observed control behavior are offered. Copyright © 2018 ISA. Published by Elsevier Ltd. All rights reserved.
A virtual reality browser for Space Station models
NASA Technical Reports Server (NTRS)
Goldsby, Michael; Pandya, Abhilash; Aldridge, Ann; Maida, James
1993-01-01
The Graphics Analysis Facility at NASA/JSC has created a visualization and learning tool by merging its database of detailed geometric models with a virtual reality system. The system allows an interactive walk-through of models of the Space Station and other structures, providing detailed realistic stereo images. The user can activate audio messages describing the function and connectivity of selected components within his field of view. This paper presents the issues and trade-offs involved in the implementation of the VR system and discusses its suitability for its intended purposes.
CliniSpace: a multiperson 3D online immersive training environment accessible through a browser.
Dev, Parvati; Heinrichs, W LeRoy; Youngblood, Patricia
2011-01-01
Immersive online medical environments, with dynamic virtual patients, have been shown to be effective for scenario-based learning (1). However, ease of use and ease of access have been barriers to their use. We used feedback from prior evaluation of these projects to design and develop CliniSpace. To improve usability, we retained the richness of prior virtual environments but modified the user interface. To improve access, we used a Software-as-a-Service (SaaS) approach to present a richly immersive 3D environment within a web browser.
ERIC Educational Resources Information Center
McCreery, Michael P.; Schrader, P. G.; Krach, S. Kathleen
2011-01-01
There is a substantial and growing interest in immersive virtual spaces as contexts for 21st century skills like problem solving, communication, and collaboration. However, little consideration has been given to the ways in which users become proficient in these environments or what types of target behaviors are associated with 21st century…
Researching Hybrid Learning Communities in the Digital Age through Educational Ethnography
ERIC Educational Resources Information Center
James, Nalita; Busher, Hugh
2013-01-01
This paper discusses the complexities of investigating the experiences of participants in hybrid (online/offline) learning communities through educational ethnography. In these communities, people construct small cultures in the liminal spaces or "border crossings" between the virtually real and "actually" real, using computer-mediated and…
Teaching Basic Field Skills Using Screen-Based Virtual Reality Landscapes
NASA Astrophysics Data System (ADS)
Houghton, J.; Robinson, A.; Gordon, C.; Lloyd, G. E. E.; Morgan, D. J.
2016-12-01
We are using screen-based virtual reality landscapes, created using the Unity 3D game engine, to augment the training geoscience students receive in preparing for fieldwork. Students explore these landscapes as they would real ones, interacting with virtual outcrops to collect data, determine location, and map the geology. Skills for conducting field geological surveys - collecting, plotting and interpreting data; time management and decision making - are introduced interactively and intuitively. As with real landscapes, the virtual landscapes are open-ended terrains with embedded data. This means the game does not structure student interaction with the information as it is through experience the student learns the best methods to work successfully and efficiently. These virtual landscapes are not replacements for geological fieldwork rather virtual spaces between classroom and field in which to train and reinforcement essential skills. Importantly, these virtual landscapes offer accessible parallel provision for students unable to visit, or fully partake in visiting, the field. The project has received positive feedback from both staff and students. Results show students find it easier to focus on learning these basic field skills in a classroom, rather than field setting, and make the same mistakes as when learning in the field, validating the realistic nature of the virtual experience and providing opportunity to learn from these mistakes. The approach also saves time, and therefore resources, in the field as basic skills are already embedded. 70% of students report increased confidence with how to map boundaries and 80% have found the virtual training a useful experience. We are also developing landscapes based on real places with 3D photogrammetric outcrops, and a virtual urban landscape in which Engineering Geology students can conduct a site investigation. This project is a collaboration between the University of Leeds and Leeds College of Art, UK, and all our virtual landscapes are freely available online at www.see.leeds.ac.uk/virtual-landscapes/.
ERIC Educational Resources Information Center
Tait, Alan
2014-01-01
This article examines the impact of digital technologies on student support in distance and e-learning, drawing on the case of Open University UK. Giving a historical perspective on the use of technologies in learning over many centuries, it argues that the dominant paradigm of geography--which has defined the structures for student support…
ERIC Educational Resources Information Center
Arbaugh, J. B.
2000-01-01
Class discussions and student interaction were compared in a conventional class (n=33) and an Internet-based class using LearningSpace(R) software (n=29). No significant differences in learning or interaction quality were found. There was significantly more participation in the Internet course, particularly by women. (SK)
Learning Spaces and Collaborative Work: Barriers or Supports?
ERIC Educational Resources Information Center
King, Hayley
2016-01-01
Drawing on 18 months of fieldwork, this article discusses the use of physical, virtual and social space to support collaborative work in translator education programs. The study adopted a contrastive ethnography approach that incorporated single- and multiple-case design rationales for site selection. Extended observation, informal chats and…
Heritage Meets Social Media: Designing a Virtual Museum Space for Young People
ERIC Educational Resources Information Center
Shaw, Ashley; Krug, Don
2013-01-01
This research was conducted as part of a project designed to offer guidance on the development of a youth oriented online space for a popular Canadian museum of heritage and immigration. This space would allow young people to learn about heritage, ethnicity, and cultural identity, and, ideally, aid in the development of a positive ethnic identity.…
Creating a Collaborative Learning Community in the CIS Sandbox
ERIC Educational Resources Information Center
Frydenberg, Mark
2013-01-01
Purpose: The purpose of this paper is to investigate the impact of transforming a traditional university computer lab to create a collaborative learning community known as the CIS Sandbox, by remodeling a physical space and supporting it with a virtual presence through the use of social media tools. The discussion applies Selander's "designs for…
ERIC Educational Resources Information Center
Best, Marnie; MacGregor, Denise
2017-01-01
Technology-mediated teaching and learning enables access to educational opportunities, irrespective of locality, ruruality or remoteness. The design, development and delivery of technology enhanced learning in pre-service teacher education programs is therefore gaining momentum, both in Australia and internationally. Much research regarding…
NASA Technical Reports Server (NTRS)
Spencer, Thomas; Berry, Brandon
2012-01-01
In developing understanding of technological systems - modeling and simulation tools aid significantly in the learning and visualization processes. In design courses we sketch , extrude, shape, refine and animate with virtual tools in 3D. Final designs are built using a 3D printer. Aspiring architects create spaces with realistic materials and lighting schemes rendered on model surfaces to create breathtaking walk-throughs of virtual spaces. Digital Electronics students design systems that address real-world needs. Designs are simulated in virtual circuits to provide proof of concept before physical construction. This vastly increases students' ability to design and build complex systems. We find students using modeling and simulation in the learning process, assimilate information at a much faster pace and engage more deeply in learning. As Pre-Engineering educators within the Career and Technical Education program at our school division's Technology Academy our task is to help learners in their quest to develop deep understanding of complex technological systems in a variety of engineering disciplines. Today's young learners have vast opportunities to learn with tools that many of us only dreamed about a decade or so ago when we were engaged in engineering and other technical studies. Today's learner paints with a virtual brush - scenes that can aid significantly in the learning and visualization processes. Modeling and simulation systems have become the new standard tool set in the technical classroom [1-5]. Modeling and simulation systems are now applied as feedback loops in the learning environment. Much of the study of behavior change through the use of feedback loops can be attributed to Stanford Psychologist Alfred Bandura. "Drawing on several education experiments involving children, Bandura observed that giving individuals a clear goal and a means to evaluate their progress toward that goal greatly increased the likelihood that they would achieve it."
A Survey of Real-Time Operating Systems and Virtualization Solutions for Space Systems
2015-03-01
probe, an unmanned spacecraft orbiting Mercury (“Messenger,” n.d.; “VxWorks Space,” n.d.). SpaceX , the private space travel company, uses an unspecified...VxWorks platform on its Dragon reusable spacecraft (“ SpaceX ,” n.d.). 5 Supports the 1003.1 standard but does not provide process creation...2013, March 6). ELC: SpaceX lessons learned. Retrieved from http://lwn.net/ Articles/540368/ 112 Embedded hardware. (n.d.). Retrieved
ERIC Educational Resources Information Center
Omale, Nicholas M.
2010-01-01
This exploratory case study examines how three media attributes in 3-D MUVEs--avatars, 3-D spaces and bubble dialogue boxes--affect interaction in an online problem-based learning (PBL) activity. The study participants were eleven undergraduate students enrolled in a 200-level, three-credit-hour technology integration course at a Midwestern…
Researching Online Mathematics Education: Opening a Space for Virtual Learner Identities
ERIC Educational Resources Information Center
Rosa, Mauricio; Lerman, Stephen
2011-01-01
This paper is drawn from a doctoral thesis (Rosa, 2008) that examines the relations established between the construction of online identities and the teaching and learning of the definite integral concept in an online learning course. The role-playing game (RPG) is played out through chat and calls for the creation of characters (online…
ERIC Educational Resources Information Center
Klein, Sheri R., Ed.; Jeffers, Carol S., Ed.
1998-01-01
This volume contains papers presented at the 1997 meeting of the American Educational Research Association; many were presented as part of Arts and Learning programs. The papers gathered in the volume explore in a variety of ways the notions of space: artistic, cultural, domestic, personal, political, public, private, and virtual and how spaces…
ERIC Educational Resources Information Center
Omale, Nicholas; Hung, Wei-Chen; Luetkehans, Lara; Cooke-Plagwitz, Jessamine
2009-01-01
The purpose of this article is to present the results of a study conducted to investigate how the attributes of 3-D technology such as avatars, 3-D space, and comic style bubble dialogue boxes affect participants' social, cognitive, and teaching presences in a blended problem-based learning environment. The community of inquiry model was adopted…
ERIC Educational Resources Information Center
Bradley, Nicolette; Jadeski, Lorraine; Newton, Genevieve; Ritchie, Kerry; Merrett, Scott; Bettger, William
2013-01-01
Traditionally, undergraduate curriculum committees, consisting of appointed faculty and student representatives, have served as the sole departmental vehicle for investigating, discussing and promoting the scholarship of teaching and learning (SoTL) within an academic department. However, with the universal demand for greater accountability on all…
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.
The virtual terrorism response academy: training for high-risk, low-frequency threats.
Henderson, Joseph V
2005-01-01
The Virtual Terrorism Response Academy is a reusable virtual learning environment to prepare emergency responders to deal with high-risk, low-frequency events in general, terrorist attacks in particular. The principal learning strategy is a traditional one: apprenticeship. Trainees enter the Academy and travel through its halls, selecting different learning experiences under the guidance of instructors who are simultaneously master practitioners and master trainers. The mentors are real individuals who have been videotaped according to courseware designs; they are subsequently available at any time or location via broadband Internet or CD-ROM. The Academy features a Simulation Area where trainees are briefed on a given scenario, select appropriate resources (e.g., protective equipment and hazmat instruments), then enter a 3-dimensional space where they must deal with various situations. Simulations are done under the guidance of a master trainer who functions as a coach, asking questions, pointing out things, explaining his reasoning at various points in the simulation. This is followed by a debriefing and discussion of lessons that could be learned from the simulation and the trainee's decisions.
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,…
Virtual working systems to support R&D groups
NASA Astrophysics Data System (ADS)
Dew, Peter M.; Leigh, Christine; Drew, Richard S.; Morris, David; Curson, Jayne
1995-03-01
The paper reports on the progress at Leeds University to build a Virtual Science Park (VSP) to enhance the University's ability to interact with industry, grow its applied research and workplace learning activities. The VSP exploits the advances in real time collaborative computing and networking to provide an environment that meets the objectives of physically based science parks without the need for the organizations to relocate. It provides an integrated set of services (e.g. virtual consultancy, workbased learning) built around a structured person- centered information model. This model supports the integration of tools for: (a) navigating around the information space; (b) browsing information stored within the VSP database; (c) communicating through a variety of Person-to-Person collaborative tools; and (d) the ability to the information stored in the VSP including the relationships to other information that support the underlying model. The paper gives an overview of a generic virtual working system based on X.500 directory services and the World-Wide Web that can be used to support the Virtual Science Park. Finally the paper discusses some of the research issues that need to be addressed to fully realize a Virtual Science Park.
Lessons Learned to Date in Developing the Virtual Space Physics Observatory
NASA Astrophysics Data System (ADS)
Cornwell, C.; Roberts, D. A.; King, J.; Smith, A.
2005-12-01
We now have an operational Virtual Space Physics Observatory that provides users the ability to search for and retrieve data from hundreds of space and solar physics data products based on specific terms or a Google-like interface. Lessons learned in building VSPO include: (a) A very close and highly interactive collaboration between scientists and information technologists in the definition and development of services is essential. (b) Constructing a Data Model acceptable to a broad community is very important but very difficult. Variations in usage are inevitable and must be dealt with through translations; this is especially true for the description of variables within data products. (c) Higher-order queries (searches based on events, positions, comparisons of measurements, etc.) are possible, and have been implemented in various systems; currently we see these as being separate from the basic data finding and retrieval services. (d) Building a Virtual Observatory is often more a matter of the tedious details of product descriptions than an exercise in implementing fancy middleware. Paying a knowledgeable third party to build registries can be more efficient than working directly with providers, and automated tools can help but do not solve all the problems. (e) The success of the VO effort in space and solar physics, as elsewhere, will depend on whether the scientific communities involved use and critique the services so that they will come to meet a real need for the integration of resources to solve new scientific problems of perceived importance.
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.
ERIC Educational Resources Information Center
Trust, Torrey
2017-01-01
Educators around the world participate in virtual communities, social media sites, and online networks in order to gain support and ideas for improving their practice. Many researchers have explored how and why teachers participate in these online spaces; however, there is limited research on how participation might impact teaching and learning.…
Exploring Dialogue in a Virtual Space: Blogging to Learn in an Undergraduate Black Studies Course
ERIC Educational Resources Information Center
Stewart, Anissa R.
2011-01-01
A growing number of researchers claim that web-based communication tools, such as weblogs (blogs for short), have the potential to transform teaching and learning in schools across grade levels. Yet, much of this research lacks evidence of what instructors and students are actually doing with the technology, including the circumstances under which…
The Library of Birmingham Project: Lifelong Learning for the Digital Age
ERIC Educational Resources Information Center
Blewitt, John; Gambles, Brian
2010-01-01
The Library of Birmingham (LoB) is a 193 million British pounds project designed to provide a new space for lifelong learning and knowledge growth, a physical and virtual portal for Birmingham's citizens to the wider world. In cooperation with a range of private, public, and third-sector bodies, as well as individual citizens, the library, due to…
An Internal Audit of a Virtual Learning Space to Facilitate Clinical Decision-Making in Nursing
ERIC Educational Resources Information Center
McEwan, Beryl; Hercelinskyj, Gylo
2012-01-01
In any nursing program, it is a challenge to foster an awareness of, and engagement with, the complexity and reality of nursing practice. During their studies, nursing students have to learn the relevant underpinning theoretical knowledge for practice as well as develop their understanding of the role and responsibilities of the registered nurse…
NASA Astrophysics Data System (ADS)
Asher, P. M.; Holm Adamec, B.; Furukawa, H.; Morris, A. R.; Haacker, R.; Kaplan, M.; Lewis, G. B.; Velasco, E.; Brey, J. A.
2014-12-01
Professional societies, along with federal agencies, national research centers and laboratories, academic institutions, and private industry, all play a key role in educating the next generation of Earth, ocean, atmospheric, and space scientists by offering programs and opportunities that attract students to the field, engage and retain them by supporting them through their formal education, and provide training for a career in this field. Research indicates that multiple engagement opportunities, such as mentoring, internships, participation in research, and learning communities, among other interventions, increase student success. This is particularly true for first-generation students and those who are members of underrepresented minority populations. However, it is often difficult to provide such a variety of programs at a significant scale, especially for geographically isolated students and those whose schools have fewer resources. To enable this, the American Geophysical Union (AGU) is convening a coalition of organizations to co-design and implement a concept called Geoscience Learning, Engagement And Development (GeoLEAD). GeoLEAD will provide a virtual platform as well as a collaborative infrastructure to help engage, retain, and prepare two- and four-year-college undergraduate Earth, ocean, atmospheric, and space science students (including those students who are interested in becoming majors) for the workforce. It will centralize access to the vast array of already existing programs and services that are currently scattered across multiple organizations, support the development of new services and programs, and simplify the search process by recommending bundles of programs and services based on the students' profiles and interests. This presentation will highlight the research that led to the development of the GeoLEAD concept, including studies of the ways in which undergraduates use online resources for their education. Additionally, other virtual resources for students that are in the development or implementation stage, such as an online poster competition and a virtual student conference, will be discussed.
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.
Learning That's Out of This World
NASA Technical Reports Server (NTRS)
2001-01-01
NASA's Ames Research Center developed a new curriculum to educate the space explorers of tomorrow. The Mars Virtual Exploration CD-ROM is exclusively licensed to Modern School Supplies, Inc., of Bloomfield, Connecticut. The CD-ROM allows students to imagine they are residents of a research team at an advanced facility divided into four different domes. Students experience how scientists approach planetary exploration through interactive exercises in ExoPaleontology, Meteorology, Exobiology, and Volcanology. Once the students have learned the facts and have consulted with the experts, they select a potential landing site. Using QuickTimeVR(TM) software, the students get a 360-degree view of the potential landing terrain. They are then able to virtually explore the four available sites and select the one they feel is best for conducting research. The Mars Virtual Exploration CD-ROM comes complete with a printable teacher's guide and student logbook.
The Primary Student Teachers' Views about a Blended Learning Application in a Basic Physics Course
ERIC Educational Resources Information Center
Taskin Ekici, Fatma; Kara, Izzet; Ekici, Erhan
2012-01-01
In this study we present an overview of the undergraduate blended Physics course that has been supported by the Moodle platform. The course that has been applied is a basic physics course for primary student teachers. The aim of Moodle is to create an online learning environment which helps students to have a virtual space where they can share…
Utilization of Virtual Server Technology in Mission Operations
NASA Technical Reports Server (NTRS)
Felton, Larry; Lankford, Kimberly; Pitts, R. Lee; Pruitt, Robert W.
2010-01-01
Virtualization provides the opportunity to continue to do "more with less"---more computing power with fewer physical boxes, thus reducing the overall hardware footprint, power and cooling requirements, software licenses, and their associated costs. This paper explores the tremendous advantages and any disadvantages of virtualization in all of the environments associated with software and systems development to operations flow. It includes the use and benefits of the Intelligent Platform Management Interface (IPMI) specification, and identifies lessons learned concerning hardware and network configurations. Using the Huntsville Operations Support Center (HOSC) at NASA Marshall Space Flight Center as an example, we demonstrate that deploying virtualized servers as a means of managing computing resources is applicable and beneficial to many areas of application, up to and including flight operations.
Virtualization in the Operations Environments
NASA Technical Reports Server (NTRS)
Pitts, Lee; Lankford, Kim; Felton, Larry; Pruitt, Robert
2010-01-01
Virtualization provides the opportunity to continue to do "more with less"---more computing power with fewer physical boxes, thus reducing the overall hardware footprint, power and cooling requirements, software licenses, and their associated costs. This paper explores the tremendous advantages and any disadvantages of virtualization in all of the environments associated with software and systems development to operations flow. It includes the use and benefits of the Intelligent Platform Management Interface (IPMI) specification, and identifies lessons learned concerning hardware and network configurations. Using the Huntsville Operations Support Center (HOSC) at NASA Marshall Space Flight Center as an example, we demonstrate that deploying virtualized servers as a means of managing computing resources is applicable and beneficial to many areas of application, up to and including flight operations.
Innovation in engineering education through computer assisted learning and virtual university model
NASA Astrophysics Data System (ADS)
Raicu, A.; Raicu, G.
2015-11-01
The paper presents the most important aspects of innovation in Engineering Education using Computer Assisted Learning. The authors propose to increase the quality of Engineering Education programs of study at European standards. The use of computer assisted learning methodologies in all studies is becoming an important resource in Higher Education. We intend to improve the concept of e-Learning using virtual terminals, online support and assisting special training through live seminars and interactive labs to develop a virtual university model. We intend to encourage computer assisted learning and innovation as sources of competitive advantage, to permit vision and learning analysis, identifies new sources of technology and ideas. Our work is based on our university datasets collected during last fifteen years using several e-Learning systems. In Constanta Maritime University (CMU), using eLearning and Knowledge Management Services (KMS) is very important and we apply it effectively to achieve strategic objectives, such as collaboration, sharing and good practice. We have experience in this field since 2000 year using Moodle as KMS in our university. The term KMS can be associated to Open Source Software, Open Standards, Open Protocols and Open Knowledge licenses, initiatives and policies. In CMU Virtual Campus we have today over 12500 active users. Another experience of the authors is the implementation of MariTrainer Wiki educational platform based on Dokeos and DekiWiki under MARICOMP and MEP Leonardo da Vinci Project. We'll also present in this paper a case study under EU funded project POSDRU, where the authors implemented other educational platform in Technological High Schools from Romania used over 1000 teachers. Based on large datasets the study tries to improve the concept of e-Learning teaching using the revolutionary technologies. The new concept present in this paper is that the teaching and learning will be interactive and live. The new and modern techniques are the flexible learning courses, the production of learning demonstrators and testing. All the information from the virtual educational platform remain open space, communication between participants and continued after graduation, so we can talk about creating and maintaining a community of graduates, a partnership with them. Every European University must have a department which aims to provide computer assisted learning using knowledge creation through learning, capture and explication, sharing and collaborative communication, access, use and reuse and knowledge archiving.
ERIC Educational Resources Information Center
Savin-Baden, Maggi
2008-01-01
Learning in immersive virtual worlds (simulations and virtual worlds such as Second Life) could become a central learning approach in many curricula, but the socio-political impact of virtual world learning on higher education remains under-researched. Much of the recent research into learning in immersive virtual worlds centres around games and…
Virtual Space (E-Learning) Faculty Development
ERIC Educational Resources Information Center
Pruett, Christian D.; Pollard, Terry
2013-01-01
Mississippi's community and junior colleges comprise the nation's oldest two-year system. Throughout history, Mississippi has prided itself on bridging the gap between dreams and reality through increased access to higher education. In the early 1990s, through advancements made possible through telecommunications systems, educators and leaders…
ERIC Educational Resources Information Center
Fisher, Kenn; Newton, Clare
2014-01-01
The twenty-first century has seen the rapid emergence of wireless broadband and mobile communications devices which are inexorably changing the way people communicate, collaborate, create and transfer knowledge. Yet many higher education campus learning environments were designed and built in the nineteenth and twentieth centuries prior to…
Virtual coach technology for supporting self-care.
Ding, Dan; Liu, Hsin-Yi; Cooper, Rosemarie; Cooper, Rory A; Smailagic, Asim; Siewiorek, Dan
2010-02-01
"Virtual Coach" refers to a coaching program or device aiming to guide users through tasks for the purpose of prompting positive behavior or assisting with learning new skills. This article reviews virtual coach interventions with the purpose of guiding rehabilitation professionals to comprehend more effectively the essential components of such interventions, the underlying technologies and their integration, and example applications. A design space of virtual coach interventions including self-monitoring, context awareness, interface modality, and coaching strategies were identified and discussed to address when, how, and what coaching messages to deliver in an automated and intelligent way. Example applications that address various health-related issues also are provided to illustrate how a virtual coach intervention is developed and evaluated. Finally, the article provides some insight into addressing key challenges and opportunities in designing and implementing virtual coach interventions. It is expected that more virtual coach interventions will be developed in the field of rehabilitation to support self-care and prevent secondary conditions in individuals with disabilities.
Virtual screening of inorganic materials synthesis parameters with deep learning
NASA Astrophysics Data System (ADS)
Kim, Edward; Huang, Kevin; Jegelka, Stefanie; Olivetti, Elsa
2017-12-01
Virtual materials screening approaches have proliferated in the past decade, driven by rapid advances in first-principles computational techniques, and machine-learning algorithms. By comparison, computationally driven materials synthesis screening is still in its infancy, and is mired by the challenges of data sparsity and data scarcity: Synthesis routes exist in a sparse, high-dimensional parameter space that is difficult to optimize over directly, and, for some materials of interest, only scarce volumes of literature-reported syntheses are available. In this article, we present a framework for suggesting quantitative synthesis parameters and potential driving factors for synthesis outcomes. We use a variational autoencoder to compress sparse synthesis representations into a lower dimensional space, which is found to improve the performance of machine-learning tasks. To realize this screening framework even in cases where there are few literature data, we devise a novel data augmentation methodology that incorporates literature synthesis data from related materials systems. We apply this variational autoencoder framework to generate potential SrTiO3 synthesis parameter sets, propose driving factors for brookite TiO2 formation, and identify correlations between alkali-ion intercalation and MnO2 polymorph selection.
Visualizing vascular structures in virtual environments
NASA Astrophysics Data System (ADS)
Wischgoll, Thomas
2013-01-01
In order to learn more about the cause of coronary heart diseases and develop diagnostic tools, the extraction and visualization of vascular structures from volumetric scans for further analysis is an important step. By determining a geometric representation of the vasculature, the geometry can be inspected and additional quantitative data calculated and incorporated into the visualization of the vasculature. To provide a more user-friendly visualization tool, virtual environment paradigms can be utilized. This paper describes techniques for interactive rendering of large-scale vascular structures within virtual environments. This can be applied to almost any virtual environment configuration, such as CAVE-type displays. Specifically, the tools presented in this paper were tested on a Barco I-Space and a large 62x108 inch passive projection screen with a Kinect sensor for user tracking.
NASA Astrophysics Data System (ADS)
Diago, P. D.; Gutiérrez-Soto, J.; Ruiz, J. E.; Solano, E.
2013-05-01
The Astronomy and Astrophysics Master, running at the Valencian International University (VIU, http://www.viu.es) since march 2010, is a clear example of how development of infor- mation and communication technologies (ICTs) and new e-learning methods are changing the traditional distance learning. In the context of the European Space for Higher Edu- cation (ESHE) we present how the Virtual Observatory (VO) tools can be an important part in the Astronomy and Astrophysics teaching. The described tasks has been carried out during the last three courses. These tasks are representative of the state of the art in Astrophysics research. We attach a description and a learning results list of each one of the presented tasks. The tasks can be downloaded at the Spanish VO website: http://svo.cab.inta-csic.es/docs/index.php?pagename=Education/VOcases
ERIC Educational Resources Information Center
Kopp, Birgitta; Hasenbein, Melanie; Mandl, Heinz
2014-01-01
This article analyzes the collaborative problem solving activities and learning outcomes of five groups that worked on two different complex cases in a virtual professional training course. In this asynchronous virtual learning environment, all knowledge management content was delivered virtually and collaboration took place through forums. To…
"Immersive Education" Submerges Students in Online Worlds Made for Learning
ERIC Educational Resources Information Center
Foster, Andrea L.
2007-01-01
Immersive Education is a multimillion-dollar project devoted to build virtual-reality software exclusively for education within commercial and nonprofit fantasy spaces like Second Life. The project combines interactive three-dimensional graphics, Web cameras, Internet-based telephony, and other digital media. Some critics have complained that…
The Virtual Cell Animation Collection: Tools for Teaching Molecular and Cellular Biology
Reindl, Katie M.; White, Alan R.; Johnson, Christina; Vender, Bradley; Slator, Brian M.; McClean, Phillip
2015-01-01
A cell is a minifactory in which structures and molecules are assembled, rearranged, disassembled, packaged, sorted, and transported. Because cellular structures and molecules are invisible to the human eye, students often have difficulty conceptualizing the dynamic nature of cells that function at multiple scales across time and space. To represent these dynamic cellular processes, the Virtual Cell Productions team at North Dakota State University develops freely available multimedia materials to support molecular and cellular biology learning inside and outside the high school and university classroom. PMID:25856580
Virtual Learning Effectiveness: An Examination of the Process
ERIC Educational Resources Information Center
Stonebraker, Peter W.; Hazeltine, James E.
2004-01-01
This study defines, examines, and measures the effectiveness of a corporate virtual learning program. Initially, distinctions between traditional and virtual learning and university and corporate programs are defined. Then, based on the literature, an integrative model of the perceived effectiveness of a virtual learning environment is developed…
Fully Three-Dimensional Virtual-Reality System
NASA Technical Reports Server (NTRS)
Beckman, Brian C.
1994-01-01
Proposed virtual-reality system presents visual displays to simulate free flight in three-dimensional space. System, virtual space pod, is testbed for control and navigation schemes. Unlike most virtual-reality systems, virtual space pod would not depend for orientation on ground plane, which hinders free flight in three dimensions. Space pod provides comfortable seating, convenient controls, and dynamic virtual-space images for virtual traveler. Controls include buttons plus joysticks with six degrees of freedom.
CEDS Addresses: Virtual and Blended Learning
ERIC Educational Resources Information Center
US Department of Education, 2015
2015-01-01
The Common Education Data Standards (CEDS) common data vocabulary supports the collection and use of information about virtual and blended learning. The data element "Virtual Indicator", introduced in version 3 of CEDS, supports a range of virtual learning-related use cases. The Virtual Indicator element may be related to a Course…
Gómez-Bombarelli, Rafael; Aguilera-Iparraguirre, Jorge; Hirzel, Timothy D; Duvenaud, David; Maclaurin, Dougal; Blood-Forsythe, Martin A; Chae, Hyun Sik; Einzinger, Markus; Ha, Dong-Gwang; Wu, Tony; Markopoulos, Georgios; Jeon, Soonok; Kang, Hosuk; Miyazaki, Hiroshi; Numata, Masaki; Kim, Sunghan; Huang, Wenliang; Hong, Seong Ik; Baldo, Marc; Adams, Ryan P; Aspuru-Guzik, Alán
2016-10-01
Virtual screening is becoming a ground-breaking tool for molecular discovery due to the exponential growth of available computer time and constant improvement of simulation and machine learning techniques. We report an integrated organic functional material design process that incorporates theoretical insight, quantum chemistry, cheminformatics, machine learning, industrial expertise, organic synthesis, molecular characterization, device fabrication and optoelectronic testing. After exploring a search space of 1.6 million molecules and screening over 400,000 of them using time-dependent density functional theory, we identified thousands of promising novel organic light-emitting diode molecules across the visible spectrum. Our team collaboratively selected the best candidates from this set. The experimentally determined external quantum efficiencies for these synthesized candidates were as large as 22%.
NASA Astrophysics Data System (ADS)
Gómez-Bombarelli, Rafael; Aguilera-Iparraguirre, Jorge; Hirzel, Timothy D.; Duvenaud, David; MacLaurin, Dougal; Blood-Forsythe, Martin A.; Chae, Hyun Sik; Einzinger, Markus; Ha, Dong-Gwang; Wu, Tony; Markopoulos, Georgios; Jeon, Soonok; Kang, Hosuk; Miyazaki, Hiroshi; Numata, Masaki; Kim, Sunghan; Huang, Wenliang; Hong, Seong Ik; Baldo, Marc; Adams, Ryan P.; Aspuru-Guzik, Alán
2016-10-01
Virtual screening is becoming a ground-breaking tool for molecular discovery due to the exponential growth of available computer time and constant improvement of simulation and machine learning techniques. We report an integrated organic functional material design process that incorporates theoretical insight, quantum chemistry, cheminformatics, machine learning, industrial expertise, organic synthesis, molecular characterization, device fabrication and optoelectronic testing. After exploring a search space of 1.6 million molecules and screening over 400,000 of them using time-dependent density functional theory, we identified thousands of promising novel organic light-emitting diode molecules across the visible spectrum. Our team collaboratively selected the best candidates from this set. The experimentally determined external quantum efficiencies for these synthesized candidates were as large as 22%.
Learning Ethics through Virtual Fieldtrips: Teaching Ethical Theories through Virtual Experiences
ERIC Educational Resources Information Center
Houser, Rick; Thoma, Steve; Coppock, Amanda; Mazer, Matthew; Midkiff, Lewis; Younanian, Marisa; Young, Sarah
2011-01-01
Teaching ethical reasoning is considered an important component of the undergraduate learning experience. A recent approach to teaching using experiential learning is through virtual worlds such as Second Life. We discuss how ethics may be taught using experiential learning in the virtual world of Second Life. Participants in the class in this…
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…
76 FR 45334 - Innovative Techniques for Delivering ITS Learning; Request for Information
Federal Register 2010, 2011, 2012, 2013, 2014
2011-07-28
... training opportunities and the desire to use emerging social media tools to better engage and collaborate...; Collaborative--through the use of social media or other `virtual' meeting spaces; Designed for the adult learner... ITS deployers? 6. How might social media collaboration tools be used to engage audiences in ITS...
Study on an Interactive Truck Crane Simulation Platform Based on Virtual Reality Technology
ERIC Educational Resources Information Center
Sang, Yong; Zhu, Yu; Zhao, Honghua; Tang, Mingyan
2016-01-01
The modern web-based distance education overcomes space-time restriction of the traditional teaching forms. However, being short of specifically observable and operable experimental equipment makes the web-based education lack advantages in the knowledge learning progress, which needs strong stereoscopic effect and operability. Truck crane is the…
Innovations in Education and Entertainment Settings: A Quest for Convergence
ERIC Educational Resources Information Center
Fanning, Elizabeth; Bunch, John; Brighton, Catherine
2011-01-01
The purpose of this study was to compare the production processes and approaches for user engagement of virtual environments created for learning or commercial and entertainment purposes, specifically through online games and 3-D online spaces. This study used a qualitative, multiple case study approach based on interviews with developers of…
IT Tools in Initial Teacher Training
ERIC Educational Resources Information Center
Herlo, Dorin
2016-01-01
In initial teacher training, the call to use IT tools, and to integrate them into the virtual learning space, is not conjectural but is an example of introducing new technologies in the complexity of educational sciences. For this reason we approached the use of new technologies in the courses and seminars of subjects from the curriculum of…
Building Community in Online Doctoral Classrooms: Instructor Practices That Support Community
ERIC Educational Resources Information Center
Berry, Sharla
2017-01-01
Instructors play a role in helping online students develop a sense of community in virtual classrooms, but little is known about instructors' roles in online graduate programs. To explore the ways in which online instructors helped students create a learning community, defined as a space of connection, closeness and interactivity, the researcher…
Affordable Online Maths Tuition: Evaluation Report and Executive Summary
ERIC Educational Resources Information Center
Torgerson, Carole; Ainsworth, Hannah; Buckley, Hannah; Hampden-Thompson, Gillen; Hewitt, Catherine; Humphry, Deborah; Jefferson, Laura; Mitchell, Natasha; Torgerson, David
2016-01-01
"Affordable Online Maths Tuition" is a one-to-one tutoring programme where pupils receive maths tuition over the internet from trained maths graduates in India and Sri Lanka. It is delivered by the organisation Third Space Learning (TSL). Tutors and pupils communicate using video calling and a secure virtual classroom. Before each…
Students' Experience of Synchronous Learning in Distributed Environments
ERIC Educational Resources Information Center
Stewart, Anissa R.; Harlow, Danielle B.; DeBacco, Kim
2011-01-01
This article reports on a two-year ethnographic study of learners participating in multi-site, graduate-level education classes. Classes sometimes met face-to-face in the same physical location; at other times part of the class met physically elsewhere. Yet all were linked through the virtual space. Ethnographic analysis of four data types…
"Bildung", Subjectivity and New Information Technologies
ERIC Educational Resources Information Center
Marotzki, Winfried
2003-01-01
As a reservoir of virtual spaces, the internet can be researched. It is empirically accessible. The questions focusing on the possibilities of the internet to support or maximise learning processes do not necessarily have to be at the centre of the inquiries. It is also possible to develop questions relevant to this research from the perspective…
Virtual worlds and avatars as the new frontier of telehealth care.
Morie, J; Haynes, E; Chance, E; Purohit, D
2012-01-01
We are entering a new age where people routinely visit, inhabit, play in and learn within virtual worlds (VWs). One in eight people worldwide are VW participants, according to the latest 2011 figures from KZERO [1]. VWs are also emerging as a new and advanced form of telehealth care delivery. In addition to existing telehealth care advantages; VWs feature three powerful affordances that can benefit a wide range of physical and psychological issues. First, the highly social nature of VWs encourages social networking and the formation of essential support groups. Secondly, the type of spaces that have been proven in the physical world to promote psychological health and well-being can be virtually recreated. Finally, research suggests that embodied avatar representation within VWs can affect users psychologically and physically. These three aspects of VWs can be leveraged for enhanced patient-client interactions, spaces that promote healing and positive responses, and avatar activities that transfer real benefits from the virtual to the physical world. This paper explains the mounting evidence behind these claims and provides examples of VWs as an innovative and compelling form of telehealth care destined to become commonplace in the future.
ERIC Educational Resources Information Center
Jiman, Juhanita
This paper discusses the use of Virtual Reality (VR) in e-learning environments where an intelligent three-dimensional (3D) virtual person plays the role of an instructor. With the existence of this virtual instructor, it is hoped that the teaching and learning in the e-environment will be more effective and productive. This virtual 3D animated…
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…
NASA Astrophysics Data System (ADS)
Sullivan, Sarah; Gnesdilow, Dana; Puntambekar, Sadhana; Kim, Jee-Seon
2017-08-01
Physical and virtual experimentation are thought to have different affordances for supporting students' learning. Research investigating the use of physical and virtual experiments to support students' learning has identified a variety of, sometimes conflicting, outcomes. Unanswered questions remain about how physical and virtual experiments may impact students' learning and for which contexts and content areas they may be most effective. Using a quasi-experimental design, we examined eighth grade students' (N = 100) learning of physics concepts related to pulleys depending on the sequence of physical and virtual labs they engaged in. Five classes of students were assigned to either the: physical first condition (PF) (n = 55), where students performed a physical pulley experiment and then performed the same experiment virtually, or virtual first condition (VF) (n = 45), with the opposite sequence. Repeated measures ANOVA's were conducted to examine how physical and virtual labs impacted students' learning of specific physics concepts. While we did not find clear-cut support that one sequence was better, we did find evidence that participating in virtual experiments may be more beneficial for learning certain physics concepts, such as work and mechanical advantage. Our findings support the idea that if time or physical materials are limited, using virtual experiments may help students understand work and mechanical advantage.
The Development of the Virtual Learning Media of the Sacred Object Artwork
ERIC Educational Resources Information Center
Nuanmeesri, Sumitra; Jamornmongkolpilai, Saran
2018-01-01
This research aimed to develop the virtual learning media of the sacred object artwork by applying the concept of the virtual technology in order to publicize knowledge on the cultural wisdom of the sacred object artwork. It was done by designing and developing the virtual learning media of the sacred object artwork for the virtual presentation.…
[Applying a social network for the practice and learning of psychiatry].
Mondin, Estefanía; Matusevich, Daniel
2014-01-01
Social networking is a virtual space in which people relate and build their identity, share information, publish content and intervene on the content posted by others. We will describe an experiment carried out in the psychiatry service of Italian Hospital in Buenos Aires, in which we use Whatsapp Social Network applied to the development of clinical work and teaching task. From these new ways of relating between professional, emerge a new way to work, participate in groups or try to evaluate various options for dealing with a patient. We analyze the usefulness of this virtual platform as a working tool.
UDENTE (Universal Dental E-Learning) a golden opportunity for dental education.
Reynolds, Patricia
2012-01-10
The incorporation of technological advancements in higher education has started to bridge the gap in local, national and global delivery of dental courses. This gap, including the global decrease in senior clinical academics, has influenced the development of new teaching and learning techniques. Institutional virtual learning environments (VLE) and other e-learning resources are now in higher demand. This paper describes how one such innovative solutions has been IVIDENT (International Virtual Dental School), has enabled secure and seamless access to high quality e-content and tools through an innovative, universal flexible learning platform. IVIDENT, now UDENTE (Universal Dental E-learning) has been shown to offer new learning experiences for students of dentistry, but its approach can apply across all educational domains. UDENTE also benefits staff as it allows them to contribute and access resources through peer reviewed publishing processes, which ensure the highest quality in education. UDENTE was developed thanks to a £2.3 million grant from the Higher Education Funding Council for England (HEFCE) and the Department of Health. http://www.udente.org. This academically led educational research project involved dental schools in seven countries. An initially scoping of requirements was followed by elaboration of the tools needed. Pilot testing of the tools, systems and learning resources in particular and the impact of the UDENTE in general were carried out. The pilots revealed evidence of positive impact of a space for learning, teaching, development and communication, with tools for planning of electives and administrative support. The results of these initial pilots have been positive and encouraging, describing UDENTE as an accessible, user friendly platform providing tools that otherwise would be difficult to access in a single space. However, attention to supporting faculty to embrace these new learning domains is essential if such technology enhanced learning (TEL) is to be viewed as a golden opportunity in Higher Education.
Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics
ERIC Educational Resources Information Center
Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F.
2016-01-01
A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment "StudentResearcher," which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum…
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.
This is Not a Game - Social Virtual Worlds, Fun, and Learning
NASA Astrophysics Data System (ADS)
Bell, Mark W.; Smith-Robbins, Sarah; Withnail, Greg
This chapter asks a simple question: what is required to make learning fun in social virtual worlds? Several scholars have connected fun with learning but most of these have centered on the function of games in learning. Studies of learning in massive multiplayer online role playing games connect the game mechanics to how learning occurs. However, few have asked whether learning in a virtual world can be fun if there is no game. In a social virtual world, like Second Life (SL) there are no game mechanics (unlike game worlds like World of Warcraft [WoW]). There are no quests, challenges, rewards or other game elements in SL. So can a virtual world that has no game-content provided be a place where fun learning can take place? We define fun and explore how fun has been related to learning. We explore theories of fun from Koster, Crawford, Csíkszentmihályi and others as well as views of the ways fun is explored as related to the learning experience. With these models in mind, we explore how fun is different in a social virtual world. Drawing on definitions of fun from Castronova and others, we see game structures in virtual worlds may not be needed to have fun. These fun activities include game creation, business interactions, and most importantly, identity play and socialization in a social virtual world. Finally, we propose that if learning is to be successful and fun in a social virtual world it should pay close attention to these two activities.
Ortega, Aída; Sánchez-Manzanares, Miriam; Gil, Francisco; Rico, Ramón
2010-05-01
There has been increasing interest in team learning processes in recent years. Researchers have investigated the impact of team learning on team effectiveness and analyzed the enabling conditions for the process, but team learning in virtual teams has been largely ignored. This study examined the relationship between team learning and effectiveness in virtual teams, as well as the role of team beliefs about interpersonal context. Data from 48 teams performing a virtual consulting project over 4 weeks indicate a mediating effect of team learning on the relationship between beliefs about the interpersonal context (psychological safety, task interdependence) and team effectiveness (satisfaction, viability). These findings suggest the importance of team learning for developing effective virtual teams.
ERIC Educational Resources Information Center
Jones, Frankie S.
2007-01-01
This qualitative study explored how collaborative technologies influence the informal learning experiences of virtual team members. Inputs revealed as critical to virtual informal learning were integrated, collaborative technological systems; positive relationships and trust; and organizational support and virtual team management. These inputs…
Virtual Enterprise: Transforming Entrepreneurship Education
ERIC Educational Resources Information Center
Borgese, Anthony
2011-01-01
Entrepreneurship education is ripe for utilizing experiential learning methods. Experiential methods are best learned when there is constant immersion into the subject matter. One such transformative learning methodology is Virtual Enterprise (VE). Virtual Enterprise is a multi-faceted, experiential learning methodology disseminated by the City…
Teaching and Learning with Virtual Teams
ERIC Educational Resources Information Center
Ferris, Sharmila, Ed.; Godar, Susan, Ed.
2006-01-01
The growth of e-learning and distance education today creates an increasingly pressing need for research and writing on the pedagogy of e-learning. Teams are, or should be, an integral component of e-learning. "Teaching and Learning with Virtual Teams" develops this concept by investigating many issues around teams in the virtual and hybrid…
Digital Resource Exchange About Music (DREAM): Phase 2 Usability Testing
ERIC Educational Resources Information Center
Upitis, Rena; Boese, Karen; Abrami, Philip C.; Anwar, Zaeem
2015-01-01
The Digital Resource Exchange About Music (DREAM) is a virtual space for exchanging information about digital learning tools. The purpose of the present study was to determine how users responded to DREAM in the first four months after its public release. This study is the second phase of usability research on DREAM, and was conducted to guide…
Children's Literature as a Springboard to Place-Based Embodied Learning
ERIC Educational Resources Information Center
Wason-Ellam, Linda
2010-01-01
Globalization makes living in the world more complex. Many children live as social cyborgs attached to the digital spaces of the virtual play worlds of television, video and computer games rather than connected to their own local places. The impact of this change may well be that children lack acquaintance with their local places and may never…
Critical Perspectives on TEL: Art and Design Education, Theory, Communities and Space
ERIC Educational Resources Information Center
Sclater, Madeleine; Lally, Vic
2016-01-01
This paper explores three themes, emerging from the Inter-Life project, an Art and Design education and social skills project set in a virtual world. We argue that they connect with the concerns raised by critical Technology-Enhanced Learning (TEL) researchers at the Alpine Rendezvous workshop entitled "TEL: the Crisis and the Response."…
Reimagining the Role of School Libraries in STEM Education: Creating Hybrid Spaces for Exploration
ERIC Educational Resources Information Center
Subramaniam, Mega M.; Ahn, June; Fleischmann, Kenneth R.; Druin, Allison
2012-01-01
In recent years, many technological interventions have surfaced, such as virtual worlds, games, and digital labs, that aspire to link young people's interest in media technology and social networks to learning about science, technology, engineering, and math (STEM) areas. Despite the tremendous interest surrounding young people and STEM education,…
ERIC Educational Resources Information Center
Vine, Juliet
2015-01-01
The Work-Integrated Simulation for Translators module is part of a three year undergraduate degree in translation. The semester long module aims to simulate several aspects of the translation process using the Blackboard virtual learning environment's Wikis as the interface for completing translation tasks. For each translation task, one of the…
Kernodle, Michael W; McKethan, Robert N; Rabinowitz, Erik
2008-10-01
Traditional and virtual modeling were compared during learning of a multiple degree-of-freedom skill (fly casting) to assess the effect of the presence or absence of an authority figure on observational learning via virtual modeling. Participants were randomly assigned to one of four groups: Virtual Modeling with an authority figure present (VM-A) (n = 16), Virtual Modeling without an authority figure (VM-NA) (n = 16), Traditional Instruction (n = 17), and Control (n = 19). Results showed significant between-group differences on Form and Skill Acquisition scores. Except for one instance, all three learning procedures resulted in significant learning of fly casting. Virtual modeling with or without an authority figure present was as effective as traditional instruction; however, learning without an authority figure was less effective with regard to Accuracy scores.
Evaluating the use of augmented reality to support undergraduate student learning in geomorphology
NASA Astrophysics Data System (ADS)
Ockelford, A.; Bullard, J. E.; Burton, E.; Hackney, C. R.
2016-12-01
Augmented Reality (AR) supports the understanding of complex phenomena by providing unique visual and interactive experiences that combine real and virtual information and help communicate abstract problems to learners. With AR, designers can superimpose virtual graphics over real objects, allowing users to interact with digital content through physical manipulation. One of the most significant pedagogic features of AR is that it provides an essentially student-centred and flexible space in which students can learn. By actively engaging participants using a design-thinking approach, this technology has the potential to provide a more productive and engaging learning environment than real or virtual learning environments alone. AR is increasingly being used in support of undergraduate learning and public engagement activities across engineering, medical and humanities disciplines but it is not widely used across the geosciences disciplines despite the obvious applicability. This paper presents preliminary results from a multi-institutional project which seeks to evaluate the benefits and challenges of using an augmented reality sand box to support undergraduate learning in geomorphology. The sandbox enables users to create and visualise topography. As the sand is sculpted, contours are projected onto the miniature landscape. By hovering a hand over the box, users can make it `rain' over the landscape and the water `flows' down in to rivers and valleys. At undergraduate level, the sand-box is an ideal focus for problem-solving exercises, for example exploring how geomorphology controls hydrological processes, how such processes can be altered and the subsequent impacts of the changes for environmental risk. It is particularly valuable for students who favour a visual or kinesthetic learning style. Results presented in this paper discuss how the sandbox provides a complex interactive environment that encourages communication, collaboration and co-design.
How Do Virtual World Experiences Bring about Learning? A Critical Review of Theories
ERIC Educational Resources Information Center
Loke, Swee-Kin
2015-01-01
While students do learn real-world knowledge and skills in virtual worlds, educators have yet to adequately theorise how students' virtual world experiences bring about this learning. This paper critically reviewed theories currently used to underpin empirical work in virtual worlds for education. In particular, it evaluated how applicable these…
ERIC Educational Resources Information Center
Sullivan, Sarah; Gnesdilow, Dana; Puntambekar, Sadhana; Kim, Jee-Seon
2017-01-01
Physical and virtual experimentation are thought to have different affordances for supporting students' learning. Research investigating the use of physical and virtual experiments to support students' learning has identified a variety of, sometimes conflicting, outcomes. Unanswered questions remain about how physical and virtual experiments may…
Espacial.com : a cooperative learning model in internet
NASA Astrophysics Data System (ADS)
Perez-Poch, A.; Solans, R.
Espacial.com is the leading and oldest internet site in Spanish language which reports 24 hours a day on space exploration. Moreover it is the only specialized site that has broadcasted live the main space events in the past years with expert comments in Spanish . From its first day, education is the main purpose of the site always with an international and multidisciplinary approach. Fernando Caldeiro, Class 16 NASA Astronaut, is the leading person in the project with his non-stop presence in the forums making valuable comments and answering questions from its young audience. We analyse the ongoing dynamics in the forum, and how a virtual community of space enthusiasts is created. We show that, because of the presence of some key factors (leadership, commitment to excel, motivation, communicative skills, ldots), it is possible to establish a high degree of compromise for learning although in an non-formal way. Cooperative learning is a well-known pedagogical technique which has proven its efficacy in different formal and non-formal areas. Using internet capabilities this technique proves to be an excellent approach to educational outreach on space-related subjects.
Virtual worlds: a new frontier for nurse education?
Green, Janet; Wyllie, Aileen; Jackson, Debra
2014-01-01
Virtual worlds have the potential to offer nursing students social networking and, learning, opportunities through the use of collaborative and immersive learning. If nursing educators, are to stay, abreast of contemporary learning opportunities an exploration of the potential benefits of, virtual, worlds and their possibilities is needed. Literature was sourced that explored virtual worlds, and their, use in education, but nursing education specifically. It is clear that immersive learning has, positive, benefits for nursing, however the best way to approach virtual reality in nursing education, has yet to, be ascertained.
EMERGENCY RESPONSE TEAMS TRAINING IN PUBLIC HEALTH CRISIS - THE SERIOUSNESS OF SERIOUS GAMES.
Stanojevic, Vojislav; Stanojevic, Cedomirka
2016-07-01
The rapid development of multimedia technologies in the last twenty years has lead to the emergence of new ways of learning academic and professional skills, which implies the application of multimedia technology in the form of a software -" serious computer games". Three-Dimensional Virtual Worlds. The basis of this game-platform is made of the platform of three-dimensional virtual worlds that can be described as communication systems in which participants share the same three-dimensional virtual space within which they can move, manipulate objects and communicate through their graphical representatives- avatars. Medical Education and Training. Arguments in favor of these computer tools in the learning process are accessibility, repeatability, low cost, the use of attractive graphics and a high degree of adaptation to the user. Specifically designed avatars allow students to get adapted to their roles in certain situations, especially to those which are considered rare, dangerous or unethical in real life. Drilling of major incidents, which includes the need to create environments for training, cannot be done in the real world due to high costs'and necessity to utilize the extensive resources. In addition, it is impossible to engage all the necessary health personnel at the same time. New technologies intended for conducting training, which are also called "virtual worlds", make the following possible: training at all times depending on user's commitments; simultaneous simulations on multiple levels, in several areas, in different circumstances, including dozens of unique victims; repeated scenarios and learning from mistakes; rapid feedback and the development of non-technical skills which are critical for reducing errors in dynamic, high-risk environments. Virtual worlds, which should be the subject of further research and improvements, in the field of hospital emergency response training for mass casualty incidents, certainly have a promising future.
ERIC Educational Resources Information Center
Paulsson, Fredrik; Naeve, Ambjorn
2006-01-01
Based on existing Learning Object taxonomies, this article suggests an alternative Learning Object taxonomy, combined with a general Service Oriented Architecture (SOA) framework, aiming to transfer the modularized concept of Learning Objects to modularized Virtual Learning Environments. The taxonomy and SOA-framework exposes a need for a clearer…
Building a Virtual Learning Network for Teachers in a Suburban School District
ERIC Educational Resources Information Center
Kurtzworth-Keen, Kristin A.
2011-01-01
Emerging research indicates that learning management systems such as Moodle can function as virtual, collaborative environments, where collegial interactions promote professional learning opportunities. This study deployed a mixed methods design in order to describe and analyze teacher participation in a virtual learning network (VLN) that was…
Learning Together and Working Apart: Routines for Organizational Learning in Virtual Teams
ERIC Educational Resources Information Center
Dixon, Nancy
2017-01-01
Purpose: Research suggests that teaming routines facilitate learning in teams. This paper identifies and details how specific teaming routines, implemented in a virtual team, support its continual learning. The study's focus was to generate authentic and descriptive accounts of the interviewees' experiences with virtual teaming routines.…
The Virtual Maternity Clinic: a teaching and learning innovation for midwifery education.
Phillips, Diane; Duke, Maxine; Nagle, Cate; Macfarlane, Susie; Karantzas, Gery; Patterson, Denise
2013-10-01
There are challenges for midwifery students in developing skill and competency due to limited placements in antenatal clinics. The Virtual Maternity Clinic, an online resource, was developed to support student learning in professional midwifery practice. Identifying students' perceptions of the Virtual Maternity Clinic; learning about the impact of the Virtual Maternity Clinic on the students' experience of its use and access; and learning about the level of student satisfaction of the Virtual Maternity Clinic. Two interventions were used including pre and post evaluations of the online learning resource with data obtained from questionnaires using open ended and dichotomous responses and rating scales. The pre-Virtual Maternity Clinic intervention used a qualitative design and the post-Virtual Maternity Clinic intervention applied both qualitative and quantitative approaches. Three campuses of Deakin University, located in Victoria, Australia. Midwifery students enrolled in the Bachelor of Nursing/Bachelor of Midwifery and Graduate Diploma of Midwifery were recruited across three campuses of Deakin University (n=140). Thematic analysis of the pre-Virtual Maternity Clinic intervention (return rate n=119) related to students' expectations of this resource. The data for the post-Virtual Maternity Clinic intervention (return rate n=42) including open-ended responses were thematically analysed; dichotomous data examined in the form of frequencies and percentages of agreement and disagreement; and 5-rating scales were analysed using Pearson's correlations (α=.05, two-tailed). Results showed from the pre-Virtual Maternity Clinic intervention that students previously had placements in antenatal clinics were optimistic about the online learning resource. The post-Virtual Maternity Clinic intervention results indicated that students were satisfied with the Virtual Maternity Clinic as a learning resource despite some technological issues. The Virtual Maternity Clinic provides benefits for students in repeated observation of the practice of the midwife to support their professional learning and practice development. Copyright © 2012 Elsevier Ltd. All rights reserved.
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 microscopy in pathology teaching and postgraduate training (continuing education)].
Sinn, H P; Andrulis, M; Mogler, C; Schirmacher, P
2008-11-01
As with conventional microscopy, virtual microscopy permits histological tissue sections to be viewed on a computer screen with a free choice of viewing areas and a wide range of magnifications. This, combined with the possibility of linking virtual microscopy to E-Learning courses, make virtual microscopy an ideal tool for teaching and postgraduate training in pathology. Uses of virtual microscopy in pathology teaching include blended learning with the presentation of digital teaching slides in the internet parallel to presentation in the histology lab, extending student access to histology slides beyond the lab. Other uses are student self-learning in the Internet, as well as the presentation of virtual slides in the classroom with or without replacing real microscopes. Successful integration of virtual microscopy depends on its embedding in the virtual classroom and the creation of interactive E-learning content. Applications derived from this include the use of virtual microscopy in video clips, podcasts, SCORM modules and the presentation of virtual microscopy using interactive whiteboards in the classroom.
Virtual Learning in Michigan's Schools. A Mackinac Center Report
ERIC Educational Resources Information Center
Van Beek, Michael
2011-01-01
Virtual learning is not for every student, but it's not science fiction, either. Right now in Michigan, it's being used by thousands of students in hundreds of virtual courses in urban, rural and suburban school districts. In fact, Michigan has been seen as a national leader in virtual learning. This study analyzes the financial costs and academic…
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
Chanprasitchai, Ong-art; Khlaisang, Jintavee
2016-01-01
The recent growth in collaborative and interactive virtual learning communities integrating innovative digital technologies and contemporary learning frameworks is contributing enormously to the use of e-learning in higher education in the twenty-first century. The purpose of this study was to describe the development of a virtual learning…
ERIC Educational Resources Information Center
Hsieh, Sheng-Wen; Wu, Min-Ping
2013-01-01
This paper used a Virtual Companion System (VCS) to examine how specific design variables within virtual learning companion affect the learning process of learners as defined by the cognitive continuum of field-dependent, field-independent and field-mixed learners in LINE app for m-learning. The data were collected from 198 participants in a…
Creating an Online Library To Support a Virtual Learning Community.
ERIC Educational Resources Information Center
Sandelands, Eric
1998-01-01
International Management Centres (IMC), an independent business school, and Anbar Electronic Intelligence (AEI), a database publisher, have created a virtual library for IMC's virtual business school. Topics discussed include action learning; IMC's partnership with AEI; the virtual university model; designing virtual library resources; and…
Fast localized orthonormal virtual orbitals which depend smoothly on nuclear coordinates.
Subotnik, Joseph E; Dutoi, Anthony D; Head-Gordon, Martin
2005-09-15
We present here an algorithm for computing stable, well-defined localized orthonormal virtual orbitals which depend smoothly on nuclear coordinates. The algorithm is very fast, limited only by diagonalization of two matrices with dimension the size of the number of virtual orbitals. Furthermore, we require no more than quadratic (in the number of electrons) storage. The basic premise behind our algorithm is that one can decompose any given atomic-orbital (AO) vector space as a minimal basis space (which includes the occupied and valence virtual spaces) and a hard-virtual (HV) space (which includes everything else). The valence virtual space localizes easily with standard methods, while the hard-virtual space is constructed to be atom centered and automatically local. The orbitals presented here may be computed almost as quickly as projecting the AO basis onto the virtual space and are almost as local (according to orbital variance), while our orbitals are orthonormal (rather than redundant and nonorthogonal). We expect this algorithm to find use in local-correlation methods.
NASA Astrophysics Data System (ADS)
Semken, S. C.; Ruberto, T.; Mead, C.; Bruce, G.; Buxner, S.; Anbar, A. D.
2016-12-01
Education through exploration—typically in the field—is fundamental in geoscience. But not all students enjoy equal access to field-based learning, while technological advances afford ever more immersive, rich, and student-centered virtual field experiences. No virtual modalities yet conceived can supplant field-based learning, but logistical and financial contraints can render them the only practical option for enabling most students to explore pedagogically powerful but inaccessible places located across and even beyond Earth. We are producers of a growing portfolio of immersive virtual field trips (iVFTs) situated around the globe, and engaged in research on iVFT effectiveness. Our methods are more complementary than comparative, given that virtual and in-situ modalities have distinct advantages and disadvantages. In the case of iVFTs, these factors have not yet been well-studied. We conducted a mixed-methods complementary study in an introductory historical-geology class (n = 120) populated mostly by non-majors and representing the diversity of our large urban Southwestern research university. For the same course credit, students chose either an in-person field trip (ipFT) to Grand Canyon National Park (control group) or an online Grand Canyon iVFT (experimental group) to be done in the same time interval. We collected quantitative and qualitative data from both groups before, during, and after both interventions. Learning outcomes based on content elements of the Trail of Time Exhibition at Grand Canyon were assessed using pre/post concept sketching and formative inquiry exercises. Student attitudes and novelty-space factors were assessed pre- and post-intervention using the PANAS instrument of Watson and Clark and with questionnaires tailored to each modality. Coding and comparison of pre/post concept sketches showed improved conceptual knowledge in both groups, but more so in the experimental (iVFT) group. Emergent themes from the pre/post questionnaires and PANAS yielded testable ideas to enhance iVFT usability and ipFT accessibility and did not indicate a clear preference for either modality, but they do support the value of iVFTs as pedagogically sound geoscience learning experiences.
Visualization Analytics for Second Language Vocabulary Learning in Virtual Worlds
ERIC Educational Resources Information Center
Hsiao, Indy Y. T.; Lan, Yu-Ju; Kao, Chia-Ling; Li, Ping
2017-01-01
Language learning occurring in authentic contexts has been shown to be more effective. Virtual worlds provide simulated contexts that have the necessary elements of authentic contexts for language learning, and as a result, many studies have adopted virtual worlds as a useful platform for language learning. However, few studies so far have…
Virtual Learning is the Real Thing
ERIC Educational Resources Information Center
Tekaat-Davey, Diana
2006-01-01
In this article, the author discusses how in California, high school students are learning about real business through a virtual world. Virtual enterprise programs are helping students learn about the real business world. Learning about the business world has become about as real as it can in California high schools. Enrollment in the programs…
An Investigation into Cooperative Learning in a Virtual World Using Problem-Based Learning
ERIC Educational Resources Information Center
Parson, Vanessa; Bignell, Simon
2017-01-01
Three-dimensional multi-user virtual environments (MUVEs) have the potential to provide experiential learning qualitatively similar to that found in the real world. MUVEs offer a pedagogically-driven immersive learning opportunity for educationalists that is cost-effective and enjoyable. A family of digital virtual avatars was created within…
NASA Astrophysics Data System (ADS)
Gonizzi Barsanti, S.; Malatesta, S. G.; Lella, F.; Fanini, B.; Sala, F.; Dodero, E.; Petacco, L.
2018-05-01
The best way to disseminate culture is, nowadays, the creation of scenarios with virtual and augmented reality that supply the visitors of museums with a powerful, interactive tool that allows to learn sometimes difficult concepts in an easy, entertaining way. 3D models derived from reality-based techniques are nowadays used to preserve, document and restore historical artefacts. These digital contents are also powerful instrument to interactively communicate their significance to non-specialist, making easier to understand concepts sometimes complicated or not clear. Virtual and Augmented Reality are surely a valid tool to interact with 3D models and a fundamental help in making culture more accessible to the wide public. These technologies can help the museum curators to adapt the cultural proposal and the information about the artefacts based on the different type of visitor's categories. These technologies allow visitors to travel through space and time and have a great educative function permitting to explain in an easy and attractive way information and concepts that could prove to be complicated. The aim of this paper is to create a virtual scenario and an augmented reality app to recreate specific spaces in the Capitoline Museum in Rome as they were during Winckelmann's time, placing specific statues in their original position in the 18th century.
NASA Astrophysics Data System (ADS)
Masetti, Margaret; Bowers, S.
2011-01-01
Students around the country are becoming experts on the James Webb Space Telescope by designing solutions to two of the design challenges presented by this complex mission. RealWorld-InWorld has two parts; the first (the Real World portion) has high-school students working face to face in their classroom as engineers and scientists. The InWorld phase starts December 15, 2010 as interested teachers and their teams of high school students register to move their work into a 3D multi-user virtual world environment. At the start of this phase, college students from all over the country choose a registered team to lead InWorld. Each InWorld team is also assigned an engineer or scientist mentor. In this virtual world setting, each team refines their design solutions and creates a 3D model of the Webb telescope. InWorld teams will use 21st century tools to collaborate and build in the virtual world environment. Each team will learn, not only from their own team members, but will have the opportunity to interact with James Webb Space Telescope researchers through the virtual world setting, which allows for synchronous interactions. Halfway through the challenge, design solutions will be critiqued and a mystery problem will be introduced for each team. The top five teams will be invited to present their work during a synchronous Education Forum April 14, 2011. The top team will earn scholarships and technology. This is an excellent opportunity for professionals in both astronomy and associated engineering disciplines to become involved with a unique educational program. Besides the chance to mentor a group of interested students, there are many opportunities to interact with the students as a guest, via chats and presentations.
ERIC Educational Resources Information Center
Lau, Kung Wong
2015-01-01
Purpose: This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual technologies, in particular to the stereo3D virtual reality, has fundamentally changed the ways in which organizations train their employees. However, in academic or…
ERIC Educational Resources Information Center
Harrington, M. C. R.
2011-01-01
Over the past 20 years, there has been a debate on the effectiveness of virtual reality used for learning with young children, producing many ideas but little empirical proof. This empirical study compared learning activity in situ of a real environment (Real) and a desktop virtual reality (Virtual) environment, built with video game technology,…
ERIC Educational Resources Information Center
Walker, Susan K.
2016-01-01
Without a doubt, the Digital Age is revolutionizing the field of family and consumer sciences (FCS). New methods and spaces for human interaction and learning, mobile platforms that encourage anytime, anywhere connections, and a global economy increasingly shaped by virtual transactions demand that our research investigates the impact on family…
ERIC Educational Resources Information Center
Trust, Torrey; Horrocks, Brian
2017-01-01
Well-designed face-to-face and virtual communities of practice provide opportunities for teachers to learn, grow as professionals and make changes to their practice with the support of peers. However, as more K-12 teachers become Connected Educators and act as conduits between online spaces and communities in their schools, the boundaries between…
Alvarez, Ana Graziela; Dal Sasso, Grace T Marcon; Iyengar, M Sriram
2017-03-01
Thousands of patients seek health services every day with complaints of pain. However, adequate pain assessment is still flawed, a fact that is partly related to gaps in professional learning on this topic. Innovative strategies such as the use of a virtual learning object mediated by persuasive technology in the learning of undergraduate nursing students can help to fill these gaps and to provide different ways of learning to learn. To evaluate the results in learning among undergraduate nursing students about assessment of acute pain in adults and newborns, before and after an online educational intervention. This is a quasi-experimental, non-equivalent study using pre-and post-testing. Federal University of Santa Catarina, Brazil. 75 undergraduate nursing students. Our study was conducted in three steps (pre-test, education intervention, post-test). Data were collected from November 2013 to February 2014. The educational intervention was performed using online access to virtual learning object about acute pain assessment, which students accessed on their mobile devices. A significant difference was seen in student learning (p<0.001) in the post-test compared with the pre-test results. The students understood the importance of the topic, and were satisfied and motivated by the technology and method applied. The use of persuasive technology such as small mobile devices as mediators of online educational interventions broadens learning spaces in an innovative, flexible, motivational, and promising manner. Copyright © 2016 Elsevier Ltd. All rights reserved.
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.
ERIC Educational Resources Information Center
Davis, Robert; Antonenko, Pavlo
2017-01-01
Pedagogical agents (PAs) are lifelike characters in virtual environments that help facilitate learning through social interactions and the virtual real relationships with the learners. This study explored whether and how PA gesture design impacts learning and agent social acceptance when used with elementary students learning foreign language…
ERIC Educational Resources Information Center
Hack, Catherine Jane
2016-01-01
Using the delivery of a large postgraduate distance learning module in bioethics to health professionals as an illustrative example, the type of learning activity that could be enhanced through delivery in an immersive virtual world (IVW) was explored. Several activities were repurposed from the "traditional" virtual learning environment…
iSee: Teaching Visual Learning in an Organic Virtual Learning Environment
ERIC Educational Resources Information Center
Han, Hsiao-Cheng
2017-01-01
This paper presents a three-year participatory action research project focusing on the graduate level course entitled Visual Learning in 3D Animated Virtual Worlds. The purpose of this research was to understand "How the virtual world processes of observing and creating can best help students learn visual theories". The first cycle of…
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'…
Effects of ICT Assisted Real and Virtual Learning on the Performance of Secondary School Students
ERIC Educational Resources Information Center
Deka, Monisha; Jena, Ananta Kumar
2017-01-01
The study aimed to assess the effect of ICT assisted real and virtual learning performance over the traditional approach of secondary school students. Non-Equivalent Pretest-Posttest Quasi Experimental Design used to assess and relate the effects of independent variables virtual learning on dependent variables (i.e. learning performance).…
Learning in 3D Virtual Environments: Collaboration and Knowledge Spirals
ERIC Educational Resources Information Center
Burton, Brian G.; Martin, Barbara N.
2010-01-01
The purpose of this case study was to determine if learning occurred within a 3D virtual learning environment by determining if elements of collaboration and Nonaka and Takeuchi's (1995) knowledge spiral were present. A key portion of this research was the creation of a Virtual Learning Environment. This 3D VLE utilized the Torque Game Engine…
Teaching the blind to find their way by playing video games.
Merabet, Lotfi B; Connors, Erin C; Halko, Mark A; Sánchez, Jaime
2012-01-01
Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world.
Christophel, Eva; Schnotz, Wolfgang
2017-01-01
Women are still underrepresented in engineering courses although some German universities offer separate women’s engineering courses which include virtual STEM learning environments. To outline information about fundamental aspects relevant for virtual STEM learning, one has to reveal which similarities both genders in virtual learning show. Moreover, the question arises as to whether there are in fact differences in the virtual science learning of female and male learners. Working with virtual STEM learning environments requires strategic and arithmetic-operative competences. Even if we assume that female and male learners have similar competences levels, their correlational pattern of competences, motivational variables, and invested effort during virtual STEM learning might differ. If such gender differences in the correlations between cognitive and motivational variables and learning behavior were revealed, it would be possible to finetune study conditions for female students in a separate engineering course and shape virtual STEM learning in a more gender-appropriate manner. That might support an increase in the number of women in engineering courses. To reveal the differences and similarities between female and male learners, a field study was conducted with 56 students (female = 27, male = 29) as part of the Open MINT Labs project (the German term for Open STEM Labs, OML). The participants had to complete a virtual STEM learning environment during their regular science lessons. The data were collected with questionnaires. The results revealed that the strategic competences of both genders were positively correlated with situational interest in the virtual learning environment. This result shows the big impact strategic competences have for both genders regarding their situational interest. In contrast, the correlations between mental effort and competences differed between female and male participants. Especially female learners’ mental effort decreased if they had more strategic competences. On the other hand, female learners’ mental effort increased if they had more arithmetic-operative competences. All in all, female learners seem to be more sensitive to differences in their strategic and arithmetic-operative competences regarding their mental effort. These results imply that the implementation of separate women’s engineering courses could be an interesting approach. PMID:29114234
Christophel, Eva; Schnotz, Wolfgang
2017-01-01
Women are still underrepresented in engineering courses although some German universities offer separate women's engineering courses which include virtual STEM learning environments. To outline information about fundamental aspects relevant for virtual STEM learning, one has to reveal which similarities both genders in virtual learning show. Moreover, the question arises as to whether there are in fact differences in the virtual science learning of female and male learners. Working with virtual STEM learning environments requires strategic and arithmetic-operative competences. Even if we assume that female and male learners have similar competences levels, their correlational pattern of competences, motivational variables, and invested effort during virtual STEM learning might differ. If such gender differences in the correlations between cognitive and motivational variables and learning behavior were revealed, it would be possible to finetune study conditions for female students in a separate engineering course and shape virtual STEM learning in a more gender-appropriate manner. That might support an increase in the number of women in engineering courses. To reveal the differences and similarities between female and male learners, a field study was conducted with 56 students (female = 27, male = 29) as part of the Open MINT Labs project (the German term for Open STEM Labs, OML). The participants had to complete a virtual STEM learning environment during their regular science lessons. The data were collected with questionnaires. The results revealed that the strategic competences of both genders were positively correlated with situational interest in the virtual learning environment. This result shows the big impact strategic competences have for both genders regarding their situational interest. In contrast, the correlations between mental effort and competences differed between female and male participants. Especially female learners' mental effort decreased if they had more strategic competences. On the other hand, female learners' mental effort increased if they had more arithmetic-operative competences. All in all, female learners seem to be more sensitive to differences in their strategic and arithmetic-operative competences regarding their mental effort. These results imply that the implementation of separate women's engineering courses could be an interesting approach.
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…
Effectiveness of Collaborative Learning with 3D Virtual Worlds
ERIC Educational Resources Information Center
Cho, Young Hoan; Lim, Kenneth Y. T.
2017-01-01
Virtual worlds have affordances to enhance collaborative learning in authentic contexts. Despite the potential of collaborative learning with a virtual world, few studies investigated whether it is more effective in student achievements than teacher-directed instruction. This study investigated the effectiveness of collaborative problem solving…
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
Loke, Swee-Kin; Golding, Clinton
2016-01-01
This article addresses learning in desktop virtual worlds where students role play for professional education. When students role play in such virtual worlds, they can learn some knowledge and skills that are useful in the physical world. However, existing learning theories do not provide a plausible explanation of how performing non-verbal…
Another Time, Another Space: The Evolution of the Virtual Journal Club.
Chetlen, Alison L; Dell, Carol M; Solberg, Agnieszka O; Otero, Hansel J; Burton, Kirsteen R; Heller, Matthew T; Lakomkin, Nikita; Desouches, Stephane L; Smith, Stacy E
2017-03-01
Virtual journal clubs (VJCs) provide a standardized, easily accessible forum for evidence-based discussion. The new virtual reality setting in which journal clubs and other online education events now take place offers great advantages and new opportunities for radiologists in academic medicine and private practice. VJCs continue to evolve, largely due to many emerging technologies and platforms. VJCs will continue to play an increasingly important role in medical education, interdisciplinary interaction, and multi-institutional collaboration. In this article, we discuss how to conduct and lead a critical review of medical literature in the setting of a virtual or traditional journal club. We discuss the current applications of VJCs in medical and graduate medical education and continued lifelong learning. We also explain the advantages and disadvantages of VJCs over traditional venues. Finally, the reader will be given the tools to successfully implement and run a VJC. Copyright © 2017 The Association of University Radiologists. Published by Elsevier Inc. All rights reserved.
Using a Virtual Class to Demonstrate Computer-Mediated Group Dynamics Concepts
ERIC Educational Resources Information Center
Franz, Timothy M.; Vicker, Lauren A.
2010-01-01
We report about an active learning demonstration designed to use a virtual class to present computer-mediated group communication course concepts to show that students can learn about these concepts in a virtual class. We designated 1 class period as a virtual rather than face-to-face class, when class members "attended" virtually using…
Overview of codes and tools for nuclear engineering education
NASA Astrophysics Data System (ADS)
Yakovlev, D.; Pryakhin, A.; Medvedeva, L.
2017-01-01
The recent world trends in nuclear education have been developed in the direction of social education, networking, virtual tools and codes. MEPhI as a global leader on the world education market implements new advanced technologies for the distance and online learning and for student research work. MEPhI produced special codes, tools and web resources based on the internet platform to support education in the field of nuclear technology. At the same time, MEPhI actively uses codes and tools from the third parties. Several types of the tools are considered: calculation codes, nuclear data visualization tools, virtual labs, PC-based educational simulators for nuclear power plants (NPP), CLP4NET, education web-platforms, distance courses (MOOCs and controlled and managed content systems). The university pays special attention to integrated products such as CLP4NET, which is not a learning course, but serves to automate the process of learning through distance technologies. CLP4NET organizes all tools in the same information space. Up to now, MEPhI has achieved significant results in the field of distance education and online system implementation.
High variability impairs motor learning regardless of whether it affects task performance.
Cardis, Marco; Casadio, Maura; Ranganathan, Rajiv
2018-01-01
Motor variability plays an important role in motor learning, although the exact mechanisms of how variability affects learning are not well understood. Recent evidence suggests that motor variability may have different effects on learning in redundant tasks, depending on whether it is present in the task space (where it affects task performance) or in the null space (where it has no effect on task performance). We examined the effect of directly introducing null and task space variability using a manipulandum during the learning of a motor task. Participants learned a bimanual shuffleboard task for 2 days, where their goal was to slide a virtual puck as close as possible toward a target. Critically, the distance traveled by the puck was determined by the sum of the left- and right-hand velocities, which meant that there was redundancy in the task. Participants were divided into five groups, based on both the dimension in which the variability was introduced and the amount of variability that was introduced during training. Results showed that although all groups were able to reduce error with practice, learning was affected more by the amount of variability introduced rather than the dimension in which variability was introduced. Specifically, groups with higher movement variability during practice showed larger errors at the end of practice compared with groups that had low variability during learning. These results suggest that although introducing variability can increase exploration of new solutions, this may adversely affect the ability to retain the learned solution. NEW & NOTEWORTHY We examined the role of introducing variability during motor learning in a redundant task. The presence of redundancy allows variability to be introduced in different dimensions: the task space (where it affects task performance) or the null space (where it does not affect task performance). We found that introducing variability affected learning adversely, but the amount of variability was more critical than the dimension in which variability was introduced.
Research and Development of Web-Based Virtual Online Classroom
ERIC Educational Resources Information Center
Yang, Zongkai; Liu, Qingtang
2007-01-01
To build a web-based virtual learning environment depends on information technologies, concerns technology supporting learning methods and theories. A web-based virtual online classroom is designed and developed based on learning theories and streaming media technologies. And it is composed of two parts: instructional communicating environment…
Exploring Non-Traditional Learning Methods in Virtual and Real-World Environments
ERIC Educational Resources Information Center
Lukman, Rebeka; Krajnc, Majda
2012-01-01
This paper identifies the commonalities and differences within non-traditional learning methods regarding virtual and real-world environments. The non-traditional learning methods in real-world have been introduced within the following courses: Process Balances, Process Calculation, and Process Synthesis, and within the virtual environment through…
Designing a Virtual-Reality-Based, Gamelike Math Learning Environment
ERIC Educational Resources Information Center
Xu, Xinhao; Ke, Fengfeng
2016-01-01
This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…
Learning Relative Motion Concepts in Immersive and Non-Immersive Virtual Environments
ERIC Educational Resources Information Center
Kozhevnikov, Michael; Gurlitt, Johannes; Kozhevnikov, Maria
2013-01-01
The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop…
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…
Learning in Virtual Worlds: Results from Two Studies
ERIC Educational Resources Information Center
Jestice, Rebecca J.
2010-01-01
Virtual worlds are garnering a lot of attention from educators and trainers as a new tool to enhance the effectiveness and efficiency of online learning. Virtual worlds are considered beneficial to the learning process because their unique combination of features and capabilities and their richness allows the employment of new instructional…
Construction of a 3-D anatomical model for teaching temporal lobectomy.
de Ribaupierre, Sandrine; Wilson, Timothy D
2012-06-01
Although we live and work in 3 dimensional space, most of the anatomical teaching during medical school is done on 2-D (books, TV and computer screens, etc). 3-D spatial abilities are essential for a surgeon but teaching spatial skills in a non-threatening and safe educational environment is a much more difficult pedagogical task. Currently, initial anatomical knowledge formation or specific surgical anatomy techniques, are taught either in the OR itself, or in cadaveric labs; which means that the trainee has only limited exposure. 3-D computer models incorporated into virtual learning environments may provide an intermediate and key step in a blended learning approach for spatially challenging anatomical knowledge formation. Specific anatomical structures and their spatial orientation can be further clinically contextualized through demonstrations of surgical procedures in the 3-D digital environments. Recordings of digital models enable learner reviews, taking as much time as they want, stopping the demonstration, and/or exploring the model to understand the anatomical relation of each structure. We present here how a temporal lobectomy virtual model has been developed to aid residents and fellows conceptualization of the anatomical relationships between different cerebral structures during that procedure. We suggest in comparison to cadaveric dissection, such virtual models represent a cost effective pedagogical methodology providing excellent support for anatomical learning and surgical technique training. Copyright © 2012 Elsevier Ltd. All rights reserved.
Learning Kinematic Constraints in Laparoscopic Surgery
Huang, Felix C.; Mussa-Ivaldi, Ferdinando A.; Pugh, Carla M.; Patton, James L.
2012-01-01
To better understand how kinematic variables impact learning in surgical training, we devised an interactive environment for simulated laparoscopic maneuvers, using either 1) mechanical constraints typical of a surgical “box-trainer” or 2) virtual constraints in which free hand movements control virtual tool motion. During training, the virtual tool responded to the absolute position in space (Position-Based) or the orientation (Orientation-Based) of a hand-held sensor. Volunteers were further assigned to different sequences of target distances (Near-Far-Near or Far-Near-Far). Training with the Orientation-Based constraint enabled much lower path error and shorter movement times during training, which suggests that tool motion that simply mirrors joint motion is easier to learn. When evaluated in physically constrained (physical box-trainer) conditions, each group exhibited improved performance from training. However, Position-Based training enabled greater reductions in movement error relative to Orientation-Based (mean difference: 14.0 percent; CI: 0.7, 28.6). Furthermore, the Near-Far-Near schedule allowed a greater decrease in task time relative to the Far-Near-Far sequence (mean −13:5 percent, CI: −19:5, −7:5). Training that focused on shallow tool insertion (near targets) might promote more efficient movement strategies by emphasizing the curvature of tool motion. In addition, our findings suggest that an understanding of absolute tool position is critical to coping with mechanical interactions between the tool and trocar. PMID:23293709
An Onboard ISS Virtual Reality Trainer
NASA Technical Reports Server (NTRS)
Miralles, Evelyn
2013-01-01
Prior to the retirement of the Space Shuttle, many exterior repairs on the International Space Station (ISS) were carried out by shuttle astronauts, trained on the ground and flown to the Station to perform these specific repairs. With the retirement of the shuttle, this is no longer an available option. As such, the need for ISS crew members to review scenarios while on flight, either for tasks they already trained for on the ground or for contingency operations has become a very critical issue. NASA astronauts prepare for Extra-Vehicular Activities (EVA) or Spacewalks through numerous training media, such as: self-study, part task training, underwater training in the Neutral Buoyancy Laboratory (NBL), hands-on hardware reviews and training at the Virtual Reality Laboratory (VRLab). In many situations, the time between the last session of a training and an EVA task might be 6 to 8 months. EVA tasks are critical for a mission and as time passes the crew members may lose proficiency on previously trained tasks and their options to refresh or learn a new skill while on flight are limited to reading training materials and watching videos. In addition, there is an increased need for unplanned contingency repairs to fix problems arising as the Station ages. In order to help the ISS crew members maintain EVA proficiency or train for contingency repairs during their mission, the Johnson Space Center's VRLab designed an immersive ISS Virtual Reality Trainer (VRT). The VRT incorporates a unique optical system that makes use of the already successful Dynamic On-board Ubiquitous Graphics (DOUG) software to assist crew members with procedure reviews and contingency EVAs while on board the Station. The need to train and re-train crew members for EVAs and contingency scenarios is crucial and extremely demanding. ISS crew members are now asked to perform EVA tasks for which they have not been trained and potentially have never seen before. The Virtual Reality Trainer (VRT) provides an immersive 3D environment similar to the one experienced at the VRLab crew training facility at the NASA Johnson Space Center. VRT bridges the gap by allowing crew members to experience an interactive, 3D environment to reinforce skills already learned and to explore new work sites and repair procedures outside the Station.
ERIC Educational Resources Information Center
Bresciano, Cora
2012-01-01
In a virtual space between nations, children can come together to learn about and appreciate each other's culture--and their own. As the Co-Executive Director of Blue Planet Writers' Room, a nonprofit writing center in West Palm Beach, Florida, the author was one of the creators of an international collaboration through which they taught…
ERIC Educational Resources Information Center
Brewer, Sally
2003-01-01
As the need to access information increases, school librarians must create virtual libraries. Linked to reliable reference resources, the virtual library extends the physical collection and library hours and lets students learn to use Web-based resources in a protected learning environment. The growing number of virtual schools increases the need…
NASA Technical Reports Server (NTRS)
Graff, P. V.; Stefanov, W. L.; Willis, K. J.; Runco, S.
2012-01-01
Teachers in today s classrooms need to find creative ways to connect students with science, technology, engineering, mathematics (STEM) experts. These STEM experts can serve as role models and help students think about potential future STEM careers. They can also help reinforce academic knowledge and skills. The cost of transportation restricts teachers ability to take students on field trips exposing them to outside experts and unique learning environments. Additionally, arranging to bring in guest speakers to the classroom seems to happen infrequently, especially in schools in rural areas. The Expedition Earth and Beyond (EEAB) Program [1], facilitated by the Astromaterials Research and Exploration Science (ARES) Directorate Education Program at the NASA Johnson Space Center has created a way to enable teachers to connect their students with STEM experts virtually. These virtual connections not only help engage students with role models, but are also designed to help teachers address concepts and content standards they are required to teach. Through EEAB, scientists are able to actively engage with students across the nation in multiple ways. They can work with student teams as mentors, participate in virtual student team science presentations, or connect with students through Classroom Connection Distance Learning (DL) Events.
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
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…
ERIC Educational Resources Information Center
Cooper, Rory A.; Ding, Dan; Simpson, Richard; Fitzgerald, Shirley G.; Spaeth, Donald M.; Guo, Songfeng; Koontz, Alicia M.; Cooper, Rosemarie; Kim, Jongbae; Boninger, Michael L.
2005-01-01
Some aspects of assistive technology can be enhanced by the application of virtual reality. Although virtual simulation offers a range of new possibilities, learning to navigate in a virtual environment is not equivalent to learning to navigate in the real world. Therefore, virtual reality simulation is advocated as a useful preparation for…
Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics
NASA Astrophysics Data System (ADS)
Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F.
2016-06-01
A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment StudentResearcher, which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum mechanics at the advanced university level. StudentResearcher is built upon the experiences gathered from workshops with the citizen science game Quantum Moves at the high-school and university level, where the games were used extensively to illustrate the basic concepts of quantum mechanics. The first test of this new virtual learning environment was a 2014 course in advanced quantum mechanics at Aarhus University with 47 enrolled students. We found increased learning for the students who were more active on the platform independent of their previous performances.
NASA Technical Reports Server (NTRS)
Ishii, Masahiro; Sukanya, P.; Sato, Makoto
1994-01-01
This paper describes the construction of a virtual work space for tasks performed by two handed manipulation. We intend to provide a virtual environment that encourages users to accomplish tasks as they usually act in a real environment. Our approach uses a three dimensional spatial interface device that allows the user to handle virtual objects by hand and be able to feel some physical properties such as contact, weight, etc. We investigated suitable conditions for constructing our virtual work space by simulating some basic assembly work, a face and fit task. We then selected the conditions under which the subjects felt most comfortable in performing this task and set up our virtual work space. Finally, we verified the possibility of performing more complex tasks in this virtual work space by providing simple virtual models and then let the subjects create new models by assembling these components. The subjects can naturally perform assembly operations and accomplish the task. Our evaluation shows that this virtual work space has the potential to be used for performing tasks that require two-handed manipulation or cooperation between both hands in a natural manner.
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…
A Test of Spatial Contiguity for Virtual Human's Gestures in Multimedia Learning Environments
ERIC Educational Resources Information Center
Craig, Scotty D.; Twyford, Jessica; Irigoyen, Norma; Zipp, Sarah A.
2015-01-01
Virtual humans are becoming an easily available and popular component of multimedia learning that are often used in online learning environments. There is still a need for systematic research into their effectiveness. The current study investigates the positioning of a virtual human's gestures when guiding the learner through a multimedia…
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…
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…
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.…
The Effect of Virtual versus Traditional Learning in Achieving Competency-Based Skills
ERIC Educational Resources Information Center
Mosalanejad, Leili; Shahsavari, Sakine; Sobhanian, Saeed; Dastpak, Mehdi
2012-01-01
Background: By rapid developing of the network technology, the internet-based learning methods are substituting the traditional classrooms making them expand to the virtual network learning environment. The purpose of this study was to determine the effectiveness of virtual systems on competency-based skills of first-year nursing students.…
ERIC Educational Resources Information Center
Passarelli, Brasilina
2008-01-01
Introduction: The ToLigado Project--Your School Interactive Newspaper is an interactive virtual learning environment conceived, developed, implemented and supported by researchers at the School of the Future Research Laboratory of the University of Sao Paulo, Brazil. Method: This virtual learning environment aims to motivate trans-disciplinary…
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…
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…
Key Words in Instruction. Online Learning and Virtual Schools
ERIC Educational Resources Information Center
Lamb, Annette; Callison, Daniel
2005-01-01
Online learning and virtual schools allow students to take classes any time and anywhere. These emerging learning environments require school library media specialists to expand their thinking about their resources and services. Creation of a virtual library can provide access to remote materials that enhance the experience of online learners.…
ERIC Educational Resources Information Center
Yuza, Steve C.
2010-01-01
The purpose of this study was to determine the effects of interactive multimedia simulations and virtual dissection software on depth of learning among students participating in biology and chemistry laboratory courses. By understanding more about how simulation and virtual dissection software changes depth of learning, educators will have the…
Social Presence and Motivation in a Three-Dimensional Virtual World: An Explanatory Study
ERIC Educational Resources Information Center
Yilmaz, Rabia M.; Topu, F. Burcu; Goktas, Yuksel; Coban, Murat
2013-01-01
Three-dimensional (3-D) virtual worlds differ from other learning environments in their similarity to real life, providing opportunities for more effective communication and interaction. With these features, 3-D virtual worlds possess considerable potential to enhance learning opportunities. For effective learning, the users' motivation levels and…
Acerbi, Alberto; Tennie, Claudio; Mesoudi, Alex
2016-09-01
The extensive use of social learning is considered a major reason for the ecological success of humans. Theoretical considerations, models and experiments have explored the evolutionary basis of social learning, showing the conditions under which learning from others is more adaptive than individual learning. Here we present an extension of a previous experimental set-up, in which individuals go on simulated 'hunts' and their success depends on the features of a 'virtual arrowhead' they design. Individuals can modify their arrowhead either by individual trial and error or by copying others. We study how, in a multimodal adaptive landscape, the smoothness of the peaks influences learning. We compare narrow peaks, in which solutions close to optima do not provide useful feedback to individuals, to wide peaks, where smooth landscapes allow an effective hill-climbing individual learning strategy. We show that individual learning is more difficult in narrow-peaked landscapes, but that social learners perform almost equally well in both narrow- and wide-peaked search spaces. There was a weak trend for more copying in the narrow than wide condition, although as in previous experiments social information was generally underutilized. Our results highlight the importance of tasks' design space when studying the adaptiveness of high-fidelity social learning.
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
Lessons about Virtual-Environment Software Systems from 20 years of VE building
Taylor, Russell M.; Jerald, Jason; VanderKnyff, Chris; Wendt, Jeremy; Borland, David; Marshburn, David; Sherman, William R.; Whitton, Mary C.
2010-01-01
What are desirable and undesirable features of virtual-environment (VE) software architectures? What should be present (and absent) from such systems if they are to be optimally useful? How should they be structured? To help answer these questions we present experience from application designers, toolkit designers, and VE system architects along with examples of useful features from existing systems. Topics are organized under the major headings of: 3D space management, supporting display hardware, interaction, event management, time management, computation, portability, and the observation that less can be better. Lessons learned are presented as discussion of the issues, field experiences, nuggets of knowledge, and case studies. PMID:20567602
NASA's Hybrid Reality Lab: One Giant Leap for Full Dive
NASA Technical Reports Server (NTRS)
Delgado, Francisco J.; Noyes, Matthew
2017-01-01
This presentation demonstrates how NASA is using consumer VR headsets, game engine technology and NVIDIA's GPUs to create highly immersive future training systems augmented with extremely realistic haptic feedback, sound, additional sensory information, and how these can be used to improve the engineering workflow. Include in this presentation is an environment simulation of the ISS, where users can interact with virtual objects, handrails, and tracked physical objects while inside VR, integration of consumer VR headsets with the Active Response Gravity Offload System, and a space habitat architectural evaluation tool. Attendees will learn how the best elements of real and virtual worlds can be combined into a hybrid reality environment with tangible engineering and scientific applications.
Virtual reality and the unfolding of higher dimensions
NASA Astrophysics Data System (ADS)
Aguilera, Julieta C.
2006-02-01
As virtual/augmented reality evolves, the need for spaces that are responsive to structures independent from three dimensional spatial constraints, become apparent. The visual medium of computer graphics may also challenge these self imposed constraints. If one can get used to how projections affect 3D objects in two dimensions, it may also be possible to compose a situation in which to get used to the variations that occur while moving through higher dimensions. The presented application is an enveloping landscape of concave and convex forms, which are determined by the orientation and displacement of the user in relation to a grid made of tesseracts (cubes in four dimensions). The interface accepts input from tridimensional and four-dimensional transformations, and smoothly displays such interactions in real-time. The motion of the user becomes the graphic element whereas the higher dimensional grid references to his/her position relative to it. The user learns how motion inputs affect the grid, recognizing a correlation between the input and the transformations. Mapping information to complex grids in virtual reality is valuable for engineers, artists and users in general because navigation can be internalized like a dance pattern, and further engage us to maneuver space in order to know and experience.
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.
Aerospace applications of virtual environment technology.
Loftin, R B
1996-11-01
The uses of virtual environment technology in the space program are examined with emphasis on training for the Hubble Space Telescope Repair and Maintenance Mission in 1993. Project ScienceSpace at the Virtual Environment Technology Lab is discussed.
Personalized Virtual Learning Environment from the Detection of Learning Styles
ERIC Educational Resources Information Center
Martínez Cartas, M. L.; Cruz Pérez, N.; Deliche Quesada, D.; Mateo Quero, S.
2013-01-01
Through the previous detection of existing learning styles in a classroom, a Virtual Learning Environment (VLE) has been designed for students of several Engineering degrees, using the Learning Management System (LMS) utilized in the University of Jaen, ILIAS. Learning styles of three different Knowledge Areas; Chemical Engineering, Materials…
NASA Technical Reports Server (NTRS)
Floyd, H. B.
1974-01-01
Review of the background and experimental results of the Skylab student project, and assessment of its overall benefits. Virtually all of the objectives of the experiments adopted from student proposals were met. NASA benefited from the program by learning that meaningful experiments could be incorporated into a carry-on or suitcase concept at low cost and within very short time periods. The students benefited greatly from their association with the Skylab program by being afforded a learning opportunity and contact with the real world of research, normally beyond their reach. In addition, hometowns, states, and regions developed a close identification with space exploration.
Home | Society of Women Engineers
virtual instruction by industry experts and are accessible to members. Find a Learning Activity Explore on ways to engage and promote an inclusive culture. Learn More... Experience WE17 Virtual Access> ;> Check out what you missed with Virtual Conference Access Purchase the Virtual Conference on SWE's
The Potential of Using Virtual Reality Technology in Physical Activity Settings
ERIC Educational Resources Information Center
Pasco, Denis
2013-01-01
In recent years, virtual reality technology has been successfully used for learning purposes. The purposes of the article are to examine current research on the role of virtual reality in physical activity settings and discuss potential application of using virtual reality technology to enhance learning in physical education. The article starts…
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
Burke, Anne, Ed.; Marsh, Jackie, Ed.
2013-01-01
As children's digital lives become more relevant to schools and educators, the question of play and learning is being revisited in new and interesting ways. "Children's Virtual Play Worlds: Culture, Learning, and Participation" provides a more reasoned account of children's play engagements in virtual worlds through a number of scholarly…
ERIC Educational Resources Information Center
Demirer, Veysel; Erbas, Cagdas
2016-01-01
This study aims to review studies on virtual learning environments in Turkey through the content analysis method. 63 studies consisting of thesis, articles and proceedings published in Turkish and English between 1996-2014 years were analyzed. It was observed that "Second Life" was mostly preferred as the virtual learning environment.…
Contextual EFL Learning in a 3D Virtual Environment
ERIC Educational Resources Information Center
Lan, Yu-Ju
2015-01-01
The purposes of the current study are to develop virtually immersive EFL learning contexts for EFL learners in Taiwan to pre- and review English materials beyond the regular English class schedule. A 2-iteration action research lasting for one semester was conducted to evaluate the effects of virtual contexts on learners' EFL learning. 132…
Implementing the Liquid Curriculum: The Impact of Virtual World Learning on Higher Education
ERIC Educational Resources Information Center
Steils, Nicole; Tombs, Gemma; Mawer, Matt; Savin-Baden, Maggi; Wimpenny, Katherine
2015-01-01
This paper presents findings from a large-scale study which explored the socio-political impact of teaching and learning in virtual worlds on UK higher education. Three key themes emerged with regard to constructing curricula for virtual world teaching and learning, namely designing courses, framing practice and locating specific student needs.…
Student Preferences for Live versus Virtual Rats in a Learning Course
ERIC Educational Resources Information Center
Elcoro, Mirari; Trundle, Melissa B.
2013-01-01
We examined the preference of undergraduate students for a live or a virtual rat when learning about concepts of operant conditioning. Students were provided with the opportunity to directly compare a virtual and a live rat in a supplemental exercise for Learning courses. We argue that the design of teaching exercises should involve a systematic…
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…
ERIC Educational Resources Information Center
Kim, Mi Hwa
2013-01-01
The purpose of this experimental study was to investigate the impact of the use of a virtual environment for learning Korean history on high school students' learning outcomes and attitudes toward virtual worlds (collaboration, engagement, general use of SL [Second Life], and immersion). In addition, this experiment examined the relationships…
Virtual performer: single camera 3D measuring system for interaction in virtual space
NASA Astrophysics Data System (ADS)
Sakamoto, Kunio; Taneji, Shoto
2006-10-01
The authors developed interaction media systems in the 3D virtual space. In these systems, the musician virtually plays an instrument like the theremin in the virtual space or the performer plays a show using the virtual character such as a puppet. This interactive virtual media system consists of the image capture, measuring performer's position, detecting and recognizing motions and synthesizing video image using the personal computer. In this paper, we propose some applications of interaction media systems; a virtual musical instrument and superimposing CG character. Moreover, this paper describes the measuring method of the positions of the performer, his/her head and both eyes using a single camera.
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.
DOT National Transportation Integrated Search
2014-05-01
Immersive Virtual Learning Environments (IVLEs) are extensively used in training, but few rigorous scientific investigations regarding the : transfer of learning have been conducted. Measurement of learning transfer through evaluative methods is key ...
Trust-based Access Control in Virtual Learning Community
NASA Astrophysics Data System (ADS)
Wang, Shujuan; Liu, Qingtang
The virtual learning community is an important application pattern of E-Learning. It emphasizes the cooperation of the members in the community, the members would like to share their learning resources, to exchange their experience and complete the study task together. This instructional mode has already been proved as an effective way to improve the quality and efficiency of instruction. At the present time, the virtual learning communities are mostly designed using static access control policy by which the access permission rights are authorized by the super administrator, the super administrator assigns different rights to different roles, but the virtual and social characteristics of virtual learning community make information sharing and collaboration a complex problem, the community realizes its instructional goal only if the members in it believe that others will offer the knowledge they owned and believe the knowledge others offered is well-meaning and worthy. This paper tries to constitute an effective trust mechanism, which could promise favorable interaction and lasting knowledge sharing.
Cognitive ability predicts motor learning on a virtual reality game in patients with TBI.
O'Neil, Rochelle L; Skeel, Reid L; Ustinova, Ksenia I
2013-01-01
Virtual reality games and simulations have been utilized successfully for motor rehabilitation of individuals with traumatic brain injury (TBI). Little is known, however, how TBI-related cognitive decline affects learning of motor tasks in virtual environments. To fill this gap, we examined learning within a virtual reality game involving various reaching motions in 14 patients with TBI and 15 healthy individuals with different cognitive abilities. All participants practiced ten 90-second gaming trials to assess various aspects of motor learning. Cognitive abilities were assessed with a battery of tests including measures of memory, executive functioning, and visuospatial ability. Overall, participants with TBI showed both reduced performance and a slower learning rate in the virtual reality game compared to healthy individuals. Numerous correlations between overall performance and several of the cognitive ability domains were revealed for both the patient and control groups, with the best predictor being overall cognitive ability. The results may provide a starting point for rehabilitation programs regarding which cognitive domains interact with motor learning.
Implementation of 3D virtual learning environment to improve students’ cognitive achievement
NASA Astrophysics Data System (ADS)
Rasim; Langi, A. Z. R.; Rosmansyah, Y.; Munir
2018-05-01
Virtual Learning Environment (VLE) has been widely used in assisting learning. This study aims to implement VLE-based learning in software engineering course. VLE provides many facilities for learning. In this research, VLE components used were presenter and quiz chair components. Evaluation results showed a significant difference from classical learning.
ERIC Educational Resources Information Center
Kartiko, Iwan; Kavakli, Manolya; Cheng, Ken
2010-01-01
As the technology in computer graphics advances, Animated-Virtual Actors (AVAs) in Virtual Reality (VR) applications become increasingly rich and complex. Cognitive Theory of Multimedia Learning (CTML) suggests that complex visual materials could hinder novice learners from attending to the lesson properly. On the other hand, previous studies have…
ERIC Educational Resources Information Center
Honebein, Peter C.; Goldsworthy, Richard
2012-01-01
Virtual classrooms and virtual activities have waxed and waned, with most focusing on fostering learning in the cognitive domain and, realistically, most becoming rapidly discontinued. But social virtual realities (SVR) are uniquely "social," so what about interpersonal skills? This article describes the authors' experiences exploring SVR as a…
Thisgaard, Malene; Makransky, Guido
2017-01-01
The present study compared the value of using a virtual learning simulation compared to traditional lessons on the topic of evolution, and investigated if the virtual learning simulation could serve as a catalyst for STEM academic and career development, based on social cognitive career theory. The investigation was conducted using a crossover repeated measures design based on a sample of 128 high school biology/biotech students. The results showed that the virtual learning simulation increased knowledge of evolution significantly, compared to the traditional lesson. No significant differences between the simulation and lesson were found in their ability to increase the non-cognitive measures. Both interventions increased self-efficacy significantly, and none of them had a significant effect on motivation. In addition, the results showed that the simulation increased interest in biology related tasks, but not outcome expectations. The findings suggest that virtual learning simulations are at least as efficient in enhancing learning and self-efficacy as traditional lessons, and high schools can thus use them as supplementary educational methods. In addition, the findings indicate that virtual learning simulations may be a useful tool in enhancing student's interest in and goals toward STEM related careers.
Thisgaard, Malene; Makransky, Guido
2017-01-01
The present study compared the value of using a virtual learning simulation compared to traditional lessons on the topic of evolution, and investigated if the virtual learning simulation could serve as a catalyst for STEM academic and career development, based on social cognitive career theory. The investigation was conducted using a crossover repeated measures design based on a sample of 128 high school biology/biotech students. The results showed that the virtual learning simulation increased knowledge of evolution significantly, compared to the traditional lesson. No significant differences between the simulation and lesson were found in their ability to increase the non-cognitive measures. Both interventions increased self-efficacy significantly, and none of them had a significant effect on motivation. In addition, the results showed that the simulation increased interest in biology related tasks, but not outcome expectations. The findings suggest that virtual learning simulations are at least as efficient in enhancing learning and self-efficacy as traditional lessons, and high schools can thus use them as supplementary educational methods. In addition, the findings indicate that virtual learning simulations may be a useful tool in enhancing student’s interest in and goals toward STEM related careers. PMID:28611701
DOT National Transportation Integrated Search
2014-05-01
mmersive Virtual Learning Environments (IVLEs) are extensively used in training, but few rigorous scienti c investigations regarding : the transfer of learning have been conducted. Measurement of learning transfer through evaluative methods is key...
ERIC Educational Resources Information Center
Zeichner, Orit; Zilka, Gila
2016-01-01
This study focused on feelings of threat and challenge among pre-service teachers in different learning environments--virtual and blended courses. The two goals of this study were (1) to define the subjects' feelings in virtual and blended learning environments, and the relationship between them, and (2) to examine how their feelings changed…
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)
Berland, Matthew W.
As scientists use the tools of computational and complex systems theory to broaden science perspectives (e.g., Bar-Yam, 1997; Holland, 1995; Wolfram, 2002), so can middle-school students broaden their perspectives using appropriate tools. The goals of this dissertation project are to build, study, evaluate, and compare activities designed to foster both computational and complex systems fluencies through collaborative constructionist virtual and physical robotics. In these activities, each student builds an agent (e.g., a robot-bird) that must interact with fellow students' agents to generate a complex aggregate (e.g., a flock of robot-birds) in a participatory simulation environment (Wilensky & Stroup, 1999a). In a participatory simulation, students collaborate by acting in a common space, teaching each other, and discussing content with one another. As a result, the students improve both their computational fluency and their complex systems fluency, where fluency is defined as the ability to both consume and produce relevant content (DiSessa, 2000). To date, several systems have been designed to foster computational and complex systems fluencies through computer programming and collaborative play (e.g., Hancock, 2003; Wilensky & Stroup, 1999b); this study suggests that, by supporting the relevant fluencies through collaborative play, they become mutually reinforcing. In this work, I will present both the design of the VBOT virtual/physical constructionist robotics learning environment and a comparative study of student interaction with the virtual and physical environments across four middle-school classrooms, focusing on the contrast in systems perspectives differently afforded by the two environments. In particular, I found that while performance gains were similar overall, the physical environment supported agent perspectives on aggregate behavior, and the virtual environment supported aggregate perspectives on agent behavior. The primary research questions are: (1) What are the relative affordances of virtual and physical constructionist robotics systems towards computational and complex systems fluencies? (2) What can middle school students learn using computational/complex systems learning environments in a collaborative setting? (3) In what ways are these environments and activities effective in teaching students computational and complex systems fluencies?
Automatic thoracic body region localization
NASA Astrophysics Data System (ADS)
Bai, PeiRui; Udupa, Jayaram K.; Tong, YuBing; Xie, ShiPeng; Torigian, Drew A.
2017-03-01
Radiological imaging and image interpretation for clinical decision making are mostly specific to each body region such as head & neck, thorax, abdomen, pelvis, and extremities. For automating image analysis and consistency of results, standardizing definitions of body regions and the various anatomic objects, tissue regions, and zones in them becomes essential. Assuming that a standardized definition of body regions is available, a fundamental early step needed in automated image and object analytics is to automatically trim the given image stack into image volumes exactly satisfying the body region definition. This paper presents a solution to this problem based on the concept of virtual landmarks and evaluates it on whole-body positron emission tomography/computed tomography (PET/CT) scans. The method first selects a (set of) reference object(s), segments it (them) roughly, and identifies virtual landmarks for the object(s). The geometric relationship between these landmarks and the boundary locations of body regions in the craniocaudal direction is then learned through a neural network regressor, and the locations are predicted. Based on low-dose unenhanced CT images of 180 near whole-body PET/CT scans (which includes 34 whole-body PET/CT scans), the mean localization error for the boundaries of superior of thorax (TS) and inferior of thorax (TI), expressed as number of slices (slice spacing ≍ 4mm)), and using either the skeleton or the pleural spaces as reference objects, is found to be 3,2 (using skeleton) and 3, 5 (using pleural spaces) respectively, or in mm 13, 10 mm (using skeleton) and 10.5, 20 mm (using pleural spaces), respectively. Improvements of this performance via optimal selection of objects and virtual landmarks and other object analytics applications are currently being pursued. and the skeleton and pleural spaces used as a reference objects
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.
Teaching the Blind to Find Their Way by Playing Video Games
Merabet, Lotfi B.; Connors, Erin C.; Halko, Mark A.; Sánchez, Jaime
2012-01-01
Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world. PMID:23028703
ERIC Educational Resources Information Center
Liu, Chang; Zhong, Ying; Ozercan, Sertac; Zhu, Qing
2013-01-01
This paper presents a template-based solution to overcome technical barriers non-technical computer end users face when developing functional learning environments in three-dimensional virtual worlds (3DVW). "iVirtualWorld," a prototype of a platform-independent 3DVW creation tool that implements the proposed solution, facilitates 3DVW…
Introducing and Evaluating the Behavior of Non-Verbal Features in the Virtual Learning
ERIC Educational Resources Information Center
Dharmawansa, Asanka D.; Fukumura, Yoshimi; Marasinghe, Ashu; Madhuwanthi, R. A. M.
2015-01-01
The objective of this research is to introduce the behavior of non-verbal features of e-Learners in the virtual learning environment to establish a fair representation of the real user by an avatar who represents the e-Learner in the virtual environment and to distinguish the deportment of the non-verbal features during the virtual learning…
Mapping the Terrain: Educational Leadership Field Experiences in K-12 Virtual Schools
ERIC Educational Resources Information Center
LaFrance, Jason A.; Beck, Dennis
2014-01-01
Opportunities for K-12 students to choose virtual and blended learning experiences continue to grow. All 50 states including Washington, D.C., now offer some virtual experience in K-12 education. Of these, 40 states have state virtual schools or state-led online learning initiatives. In addition, federal and state support for this type of learning…
ERIC Educational Resources Information Center
Bali, Maha; Caines, Autumm; DeWaard, Helen; Hogue, Rebecca J.
2016-01-01
Virtually Connecting (VC) is a connected learning volunteer movement that enlivens virtual conference experiences by partnering those that are at the conference with virtual participants that cannot attend. In looking to articulate the ethos and intentions of VC, a manifesto was developed by a group of core members and presented at the Digital…
Immersive virtual reality simulations in nursing education.
Kilmon, Carol A; Brown, Leonard; Ghosh, Sumit; Mikitiuk, Artur
2010-01-01
This article explores immersive virtual reality as a potential educational strategy for nursing education and describes an immersive learning experience now being developed for nurses. This pioneering project is a virtual reality application targeting speed and accuracy of nurse response in emergency situations requiring cardiopulmonary resuscitation. Other potential uses and implications for the development of virtual reality learning programs are discussed.
ERIC Educational Resources Information Center
Nivala, Markus; Saljo, Roger; Rystedt, Hans; Kronqvist, Pauliina; Lehtinen, Erno
2012-01-01
New representational technologies, such as virtual microscopy, create new affordances for medical education. In the article, a study on the following two issues is reported: (a) How does collaborative use of virtual microscopy shape students' engagement with and learning from virtual slides of tissue specimen? (b) How do visual and conceptual cues…
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…
Restrepo-Palacio, Sonia; Amaya-Guio, Jairo
2016-01-01
To describe the contributions of a pedagogical strategy based on the construction of chronicles, using a Virtual Learning Environment for training medical students from Universidad de La Sabana on social determinants of health. Descriptive study with a qualitative approach. Design and implementation of a Virtual Learning Environment based on the ADDIE instructional model. A Virtual Learning Environment was implemented with an instructional design based on the five phases of the ADDIE model, on the grounds of meaningful learning and social constructivism, and through the narration of chronicles or life stories as a pedagogical strategy. During the course, the structural determinants and intermediaries were addressed, and nine chronicles were produced by working groups made up of four or five students, who demonstrated meaningful learning from real life stories, presented a coherent sequence, and kept a thread; 82% of these students incorporated in their contents most of the social determinants of health, emphasizing on the concepts of equity or inequity, equality or inequality, justice or injustice and social cohesion. A Virtual Learning Environment, based on an appropriate instructional design, allows to facilitate learning of social determinants of health through a constructivist pedagogical approach by analyzing chronicles or life stories created by ninth-semester students of medicine from Universidad de La Sabana.
CosmoQuest Collaborative: Galvanizing a Dynamic Professional Learning Network
NASA Astrophysics Data System (ADS)
Cobb, Whitney; Bracey, Georgia; Buxner, Sanlyn; Gay, Pamela L.; Noel-Storr, Jacob; CosmoQuest Team
2016-10-01
The CosmoQuest Collaboration offers in-depth experiences to diverse audiences around the nation and the world through pioneering citizen science in a virtual research facility. An endeavor between universities, research institutes, and NASA centers, CosmoQuest brings together scientists, educators, researchers, programmers—and citizens of all ages—to explore and make sense of our solar system and beyond. Leveraging human networks to expand NASA science, scaffolded by an educational framework that inspires lifelong learners, CosmoQuest engages citizens in analyzing and interpreting real NASA data, inspiring questions and defining problems.The QuestionLinda Darling-Hammond calls for professional development to be: "focused on the learning and teaching of specific curriculum content [i.e. NGSS disciplinary core ideas]; organized around real problems of practice [i.e. NGSS science and engineering practices] … [and] connected to teachers' collaborative work in professional learning community...." (2012) In light of that, what is the unique role CosmoQuest's virtual research facility can offer NASA STEM education?A Few AnswersThe CosmoQuest Collaboration actively engages scientists in education, and educators (and learners) in science. CosmoQuest uses social channels to empower and expand NASA's learning community through a variety of media, including science and education-focused hangouts, virtual star parties, and social media. In addition to creating its own supportive, standards-aligned materials, CosmoQuest offers a hub for excellent resources and materials throughout NASA and the larger astronomy community.In support of CosmoQuest citizen science opportunities, CQ initiatives (Learning Space, S-ROSES, IDEASS, Educator Zone) will be leveraged and shared through the CQPLN. CosmoQuest can be present and alive in the awareness its growing learning community.Finally, to make the CosmoQuest PLN truly relevant, it aims to encourage partnerships between scientists and educators, and offer "just-in-time" opportunities to support constituents exploring emerging NASA STEM education, from diverse educators to the curious learner of any age.
Role of Open Source Tools and Resources in Virtual Screening for Drug Discovery.
Karthikeyan, Muthukumarasamy; Vyas, Renu
2015-01-01
Advancement in chemoinformatics research in parallel with availability of high performance computing platform has made handling of large scale multi-dimensional scientific data for high throughput drug discovery easier. In this study we have explored publicly available molecular databases with the help of open-source based integrated in-house molecular informatics tools for virtual screening. The virtual screening literature for past decade has been extensively investigated and thoroughly analyzed to reveal interesting patterns with respect to the drug, target, scaffold and disease space. The review also focuses on the integrated chemoinformatics tools that are capable of harvesting chemical data from textual literature information and transform them into truly computable chemical structures, identification of unique fragments and scaffolds from a class of compounds, automatic generation of focused virtual libraries, computation of molecular descriptors for structure-activity relationship studies, application of conventional filters used in lead discovery along with in-house developed exhaustive PTC (Pharmacophore, Toxicophores and Chemophores) filters and machine learning tools for the design of potential disease specific inhibitors. A case study on kinase inhibitors is provided as an example.
ERIC Educational Resources Information Center
Washington, Christopher
2015-01-01
Digitally delivered learning shows the promise of enhancing learner motivation and engagement, advancing critical thinking skills, encouraging reflection and knowledge sharing, and improving professional self-efficacy. Digital learning objects take many forms including interactive media, apps and games, video and other e-learning activities and…
ERIC Educational Resources Information Center
Chen, Jingjing; Xu, Jianliang; Tang, Tao; Chen, Rongchao
2017-01-01
Interaction is critical for successful teaching and learning in a virtual learning environment (VLE). This paper presents a web-based interaction-aware VLE--WebIntera-classroom--which aims to augment learning interactions by increasing the learner-to-content and learner-to-instructor interactions. We design a ubiquitous interactive interface that…
Weaving the tapestry of learning: simulation, standardized patients, and virtual communities.
Holland, Brian; Landry, Karen; Mountain, Angela; Middlebrooks, Mary Alice; Heim, Deborah; Missildine, Kathy
2013-01-01
Using situated cognition learning theory, nursing faculty developed simulated clinical learning experiences integrating virtual communities and standardized patients. These learning experiences provide authenticity and realism not easily achieved using the individual techniques in isolation. The authors describe the process of weaving these strategies into a rich learning experience for students.
Use of Signaling to Integrate Desktop Virtual Reality and Online Learning Management Systems
ERIC Educational Resources Information Center
Dodd, Bucky J.; Antonenko, Pavlo D.
2012-01-01
Desktop virtual reality is an emerging educational technology that offers many potential benefits for learners in online learning contexts; however, a limited body of research is available that connects current multimedia learning techniques with these new forms of media. Because most formal online learning is delivered using learning management…
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…
ERIC Educational Resources Information Center
Kim, Heesung; Ke, Fengfeng; Paek, Insu
2017-01-01
This experimental study was intended to examine whether game-based learning (GBL) that encompasses four particular game characteristics (challenges, a storyline, immediate rewards and the integration of game-play with learning content) in an OpenSimulator-supported virtual reality learning environment can improve perceived motivational quality of…
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.
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…
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
Schwienhorst, Klaus
2002-01-01
Discussion of computer-assisted language learning focuses on the benefits of virtual reality environments, particularly for foreign language contexts. Topics include three approaches to learner autonomy; supporting reflection, including self-awareness; supporting interaction, including collaboration; and supporting experimentation, including…
Virtual biomedical universities and e-learning.
Beux, P Le; Fieschi, M
2007-01-01
In this special issue on virtual biomedical universities and e-learning we will make a survey on the principal existing teaching applications of ICT used in medical Schools around the world. In the following we identify five types of research and experiments in this field of medical e-learning and virtual medical universities. The topics of this special issue goes from educational computer program to create and simulate virtual patients with a wide variety of medical conditions in different clinical settings and over different time frames to using distance learning in developed and developing countries program training medical informatics of clinicians. We also present the necessity of good indexing and research tools for training resources together with workflows to manage the multiple source content of virtual campus or universities and the virtual digital video resources. A special attention is given to training new generations of clinicians in ICT tools and methods to be used in clinical settings as well as in medical schools.
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
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.
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.
Neural correlates of virtual route recognition in congenital blindness.
Kupers, Ron; Chebat, Daniel R; Madsen, Kristoffer H; Paulson, Olaf B; Ptito, Maurice
2010-07-13
Despite the importance of vision for spatial navigation, blind subjects retain the ability to represent spatial information and to move independently in space to localize and reach targets. However, the neural correlates of navigation in subjects lacking vision remain elusive. We therefore used functional MRI (fMRI) to explore the cortical network underlying successful navigation in blind subjects. We first trained congenitally blind and blindfolded sighted control subjects to perform a virtual navigation task with the tongue display unit (TDU), a tactile-to-vision sensory substitution device that translates a visual image into electrotactile stimulation applied to the tongue. After training, participants repeated the navigation task during fMRI. Although both groups successfully learned to use the TDU in the virtual navigation task, the brain activation patterns showed substantial differences. Blind but not blindfolded sighted control subjects activated the parahippocampus and visual cortex during navigation, areas that are recruited during topographical learning and spatial representation in sighted subjects. When the navigation task was performed under full vision in a second group of sighted participants, the activation pattern strongly resembled the one obtained in the blind when using the TDU. This suggests that in the absence of vision, cross-modal plasticity permits the recruitment of the same cortical network used for spatial navigation tasks in sighted subjects.
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…
Language Learning in Virtual Reality Environments: Past, Present, and Future
ERIC Educational Resources Information Center
Lin, Tsun-Ju; Lan, Yu-Ju
2015-01-01
This study investigated the research trends in language learning in a virtual reality environment by conducting a content analysis of findings published in the literature from 2004 to 2013 in four top ranked computer-assisted language learning journals: "Language Learning & Technology," "CALICO Journal," "Computer…
Al-Dahir, Sara; Bryant, Kendrea; Kennedy, Kathleen B; Robinson, Donna S
2014-05-15
To evaluate the efficacy of faculty-led problem-based learning (PBL) vs online simulated-patient case in fourth-year (P4) pharmacy students. Fourth-year pharmacy students were randomly assigned to participate in either online branched-case learning using a virtual simulation platform or a small-group discussion. Preexperience and postexperience student assessments and a survey instrument were completed. While there were no significant differences in the preexperience test scores between the groups, there was a significant increase in scores in both the virtual-patient group and the PBL group between the preexperience and postexperience tests. The PBL group had higher postexperience test scores (74.8±11.7) than did the virtual-patient group (66.5±13.6) (p=0.001). The PBL method demonstrated significantly greater improvement in postexperience test scores than did the virtual-patient method. Both were successful learning methods, suggesting that a diverse approach to simulated patient cases may reach more student learning styles.
Improving Learning of Programming through E-Learning by Using Asynchronous Virtual Pair Programming
ERIC Educational Resources Information Center
Zin, Abdullah Mohd; Idris, Sufian; Subramaniam, Nantha Kumar
2006-01-01
The problem of learning programming subjects, especially through distance learning and E-Learning, has been widely reported in literatures. Many attempts have been made to solve these problems. This has led to many new approaches in the techniques of learning of programming. One of the approaches that have been proposed is the use of virtual pair…
Beadle, Mary; Santy, Julie
2008-05-01
This article describes the delivery of a core pre-registration nursing and midwifery module centred on social inclusion. The module was previously delivered using a classroom-based problem-based learning approach. Difficulties with this approach led to changes to the module and its delivery. Logistic issues encouraged the module team to implement a blended learning approach using a virtual town to facilitate online learning and discussion activities. The paper describes and discusses the use of online learning technology to support student nurses and midwives. It highlights the benefits of this approach and outlines some of the experiences of the students including their evaluation of the virtual town. There is also an examination of some of the practical and theoretical issues related to both problem-based learning, online working and using a virtual town to support learning. This article outlines the approach taken and its implications.
When drug discovery meets web search: Learning to Rank for ligand-based virtual screening.
Zhang, Wei; Ji, Lijuan; Chen, Yanan; Tang, Kailin; Wang, Haiping; Zhu, Ruixin; Jia, Wei; Cao, Zhiwei; Liu, Qi
2015-01-01
The rapid increase in the emergence of novel chemical substances presents a substantial demands for more sophisticated computational methodologies for drug discovery. In this study, the idea of Learning to Rank in web search was presented in drug virtual screening, which has the following unique capabilities of 1). Applicable of identifying compounds on novel targets when there is not enough training data available for these targets, and 2). Integration of heterogeneous data when compound affinities are measured in different platforms. A standard pipeline was designed to carry out Learning to Rank in virtual screening. Six Learning to Rank algorithms were investigated based on two public datasets collected from Binding Database and the newly-published Community Structure-Activity Resource benchmark dataset. The results have demonstrated that Learning to rank is an efficient computational strategy for drug virtual screening, particularly due to its novel use in cross-target virtual screening and heterogeneous data integration. To the best of our knowledge, we have introduced here the first application of Learning to Rank in virtual screening. The experiment workflow and algorithm assessment designed in this study will provide a standard protocol for other similar studies. All the datasets as well as the implementations of Learning to Rank algorithms are available at http://www.tongji.edu.cn/~qiliu/lor_vs.html. Graphical AbstractThe analogy between web search and ligand-based drug discovery.
World Reaction to Virtual Space
NASA Technical Reports Server (NTRS)
1999-01-01
DRaW Computing developed virtual reality software for the International Space Station. Open Worlds, as the software has been named, can be made to support Java scripting and virtual reality hardware devices. Open Worlds permits the use of VRML script nodes to add virtual reality capabilities to the user's applications.
STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training
2010-08-27
JSC2010-E-121049 (27 Aug. 2010) --- NASA astronaut Andrew Feustel (foreground), STS-134 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration
STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab
2010-10-01
JSC2010-E-170878 (1 Oct. 2010) --- NASA astronaut Michael Barratt, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration
STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training
2010-08-27
JSC2010-E-121056 (27 Aug. 2010) --- NASA astronaut Gregory H. Johnson, STS-134 pilot, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration
STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab
2010-10-01
JSC2010-E-170888 (1 Oct. 2010) --- NASA astronaut Nicole Stott, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration
STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab
2010-10-01
JSC2010-E-170882 (1 Oct. 2010) --- NASA astronaut Nicole Stott, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration
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,…
Cousins Virtual Jane and Virtual Joe, Extraordinary Virtual Helpers
ERIC Educational Resources Information Center
Blignaut, Seugnet; Nagel, Lynette
2009-01-01
Higher education institutions deliver web-based learning with varied success. The success rate of distributed online courses remains low. Factors such as ineffective course facilitation and insufficient communication contribute to the unfulfilled promises of web-based learning. Students consequently feel unmotivated. Instructor control and in the…
Physical versus Virtual Manipulative Experimentation in Physics Learning
ERIC Educational Resources Information Center
Zacharia, Zacharias C.; Olympiou, Georgios
2011-01-01
The aim of this study was to investigate whether physical or virtual manipulative experimentation can differentiate physics learning. There were four experimental conditions, namely Physical Manipulative Experimentation (PME), Virtual Manipulative Experimentation (VME), and two sequential combinations of PME and VME, as well as a control condition…
Information Seeking in a Virtual Learning Environment.
ERIC Educational Resources Information Center
Byron, Suzanne M.; Young, Jon I.
2000-01-01
Examines the applicability of Kuhlthau's Information Search Process Model in the context of a virtual learning environment at the University of North Texas that used virtual collaborative software. Highlights include cognitive and affective aspects of information seeking; computer experience and confidence; and implications for future research.…
Levac, Danielle; Glegg, Stephanie; Colquhoun, Heather; Miller, Patricia; Noubary, Farzad
2017-08-01
Describe the clinical use of virtual reality (VR)/active videogaming (AVG) by physical therapists (PTs) and occupational therapists (OTs) in Canada, identify usage barriers and facilitators, evaluate factors that predict intention to use VR/AVGs, and determine therapists' learning needs. Cross-sectional survey. Online survey of therapists in Canada who were members of 1 of 26 professional PT or OT colleges or associations using the Assessing Determinants Of Prospective Take-up of Virtual Reality (ADOPT-VR2) Instrument. We received 1071 (506 PTs, 562 OTs, 3 dual-trained) responses. Forty-six percent had clinical VR/AVG experience; only 12% reported current use, with the Wii being the most clinically accessible (41%) system. Therapists used VR/AVGs primarily in rehabilitation (32%) and hospital (29%) settings, preferentially targeting balance (39.3%) and physical activity (19.8%) outcomes. Stroke (25.8%), brain injury (15.3%), musculoskeletal (14.9%), and cerebral palsy (10.5%) populations were most frequently treated. Therapists with VR/AVG experience rated all ADOPT-VR2 constructs more highly than did those without experience (P < 0.001). Factors predictive of intention to use VR included the technology's perceived usefulness and therapist self-efficacy in VR/AVG use (P < 0.001). Highest-rated barriers to VR/AVG use were lack of funds, space, time, support staff, and appropriate clients, whereas facilitators included client motivation, therapist knowledge, and management support. Most (76%) respondents were interested in learning more. Understanding use, predictors of use, and learning needs is essential for developing knowledge translation initiatives to support clinical integration of VR/AVGs. Results of this first national survey will inform the creation of resources to support therapists in this field.
Virtual Communities of Collaborative Learning for Higher Education
ERIC Educational Resources Information Center
Sotomayor, Gilda E.
2014-01-01
This article aims to outline and project three new learning scenarios for Higher Education that, after the emergence of ICT and communication through the Network-lnternet, have appeared under the generic name of virtual communities. To that end, we start from a previous conceptual analysis on collaborative learning, cooperative learning and…
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…
Cognitive Presence and Effect of Immersion in Virtual Learning Environment
ERIC Educational Resources Information Center
Katernyak, Ihor; Loboda, Viktoriya
2016-01-01
This paper presents the approach to successful application of two knowledge management techniques--community of practice and eLearning, in order to create and manage a competence-developing virtual learning environment. It explains how "4A" model of involving practitioners in eLearning process (through attention, actualization,…
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).…
Virtual Learning: Is It Conducive to Student Achievement?
ERIC Educational Resources Information Center
Torain, Janie Mae Sheeley Johnson
2009-01-01
The use of technology to compel student learning has become an increasingly central component of teaching, learning, and school improvement efforts. What exactly does virtual learning entail? How does it integrate with curriculum and instruction? Does it present organizational challenges to educational institutions? This study examined unit test…
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…
Undergraduate Student Self-Efficacy and Perceptions of Virtual World Learning Experience
ERIC Educational Resources Information Center
Stanton, Lorraine May
2017-01-01
Virtual worlds are innovative teaching and learning methods that can provide immersive and engaging learning experiences (Lu, 2010). Though they have potential benefits, students sometimes experience a steep learning curve and discomfort with the technology (Warburton, 2009). This study explored how students in two American Studies classes using…
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.
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…
ERIC Educational Resources Information Center
Huang, Hsiu-Mei; Rauch, Ulrich; Liaw, Shu-Sheng
2010-01-01
The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE). This highlights a shift in Web-based learning from a conventional multimedia to a more immersive, interactive, intuitive and exciting VR learning environment. VRLEs simulate the real world through the…
Leadership Development through Virtual Action Learning: An Evaluation
ERIC Educational Resources Information Center
Aspinwall, Kath; Pedler, Mike; Radcliff, Phil
2018-01-01
This paper presents a case study based on the evaluation of the two VAL (virtual action learning) sets. We report participants learning both leadership and the VAL process based on the basis of telephone interviews. We conclude that what is learned about leadership is connected with how learning takes place and suggest that the content and process…
ERIC Educational Resources Information Center
Gan, Yongcheng; Zhu, Zhiting
2007-01-01
This study represents an effort to construct a learning framework for knowledge building and collective wisdom advancement in a virtual learning community (VLC) from the perspectives of system wholeness, intelligence wholeness and dynamics, learning models, and knowledge management. It also tries to construct the zone of proximal development (ZPD)…
Virtual Slovak: Insight into Learning Slovak in an E-Learning Environment
ERIC Educational Resources Information Center
Kyppö, Anna
2015-01-01
This paper offers insight into learning Slovak in an e-learning environment. The need to reach distance-learners of Slovak led to the implementation of a web-based course on Slovak language and culture in 2008-2010. The pedagogical basis of the course, called Virtual Slovak, is the socioconstructivist approach to teaching and learning, in which…
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.
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.
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
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.
Validation of virtual learning object to support the teaching of nursing care systematization.
Salvador, Pétala Tuani Candido de Oliveira; Mariz, Camila Maria Dos Santos; Vítor, Allyne Fortes; Ferreira Júnior, Marcos Antônio; Fernandes, Maria Isabel Domingues; Martins, José Carlos Amado; Santos, Viviane Euzébia Pereira
2018-01-01
to describe the content validation process of a Virtual Learning Object to support the teaching of nursing care systematization to nursing professionals. methodological study, with quantitative approach, developed according to the methodological reference of Pasquali's psychometry and conducted from March to July 2016, from two-stage Delphi procedure. in the Delphi 1 stage, eight judges evaluated the Virtual Object; in Delphi 2 stage, seven judges evaluated it. The seven screens of the Virtual Object were analyzed as to the suitability of its contents. The Virtual Learning Object to support the teaching of nursing care systematization was considered valid in its content, with a Total Content Validity Coefficient of 0.96. it is expected that the Virtual Object can support the teaching of nursing care systematization in light of appropriate and effective pedagogical approaches.
Ethical Considerations for Educational Research in a Virtual World
ERIC Educational Resources Information Center
Girvan, C.; Savage, T.
2012-01-01
The combination of features in virtual worlds provides an opportunity to implement and research unique learning experiences. With increasing interest and activity from the educational research community, exploring virtual worlds for teaching and learning, there is a need to identify and understand the ethical implications of conducting research in…
Transforming Professional Healthcare Narratives into Structured Game-Informed-Learning Activities
ERIC Educational Resources Information Center
Begg, Michael; Ellaway, Rachel; Dewhurst, David; Macleod, Hamish
2007-01-01
Noting the dependency of healthcare education on practice-based learning, Michael Begg, Rachel Ellaway, David Dewhurst, and Hamish Macleod suggest that creating a virtual clinical setting for students to interact with virtual patients can begin to address educational demands for clinical experience. They argue that virtual patient simulations that…
Selecting a Virtual World Platform for Learning
ERIC Educational Resources Information Center
Robbins, Russell W.; Butler, Brian S.
2009-01-01
Like any infrastructure technology, Virtual World (VW) platforms provide affordances that facilitate some activities and hinder others. Although it is theoretically possible for a VW platform to support all types of activities, designers make choices that lead technologies to be more or less suited for different learning objectives. Virtual World…
E-Learning and Virtual Science Centers
ERIC Educational Resources Information Center
Hin, Leo Tan Wee, Ed.; Subramaniam, R., Ed.
2005-01-01
"E-Learning and Virtual Science Centers" addresses an aspect of Web-based education that has not attracted sufficient attention in the international research literature--that of virtual science centers, the cyberspace annex of traditional science centers. It is the first book to be published on the rapidly advancing field of science education.…
Synchronized Pair Configuration in Virtualization-Based Lab for Learning Computer Networks
ERIC Educational Resources Information Center
Kongcharoen, Chaknarin; Hwang, Wu-Yuin; Ghinea, Gheorghita
2017-01-01
More studies are concentrating on using virtualization-based labs to facilitate computer or network learning concepts. Some benefits are lower hardware costs and greater flexibility in reconfiguring computer and network environments. However, few studies have investigated effective mechanisms for using virtualization fully for collaboration.…
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…
The Virtual Classroom: A Catalyst for Institutional Transformation
ERIC Educational Resources Information Center
Subramaniam, Nantha Kumar; Kandasamy, Maheswari
2011-01-01
This study explores the use of the virtual classroom which has been created in "myVLE", a learning management system used by the Open University Malaysia (OUM). The virtual classroom in "myVLE" is an asynchronous-based online learning environment that delivers course materials to learners and provides collaboration and…
Learning Desert Geomorphology Virtually versus in the Field
ERIC Educational Resources Information Center
Stumpf, Richard J., II; Douglass, John; Dorn, Ronald I.
2008-01-01
Statistical analyses of pre-test and post-test results, as well as qualitative insight obtained by essays, compared introductory physical geography college students who learned desert geomorphology only virtually, in the field and both ways. With the exception of establishing geographic context, the virtual field trip was statistically…
Improving Virtual Collaborative Learning through Canonical Action Research
ERIC Educational Resources Information Center
Weber, Peter; Lehr, Christian; Gersch, Martin
2014-01-01
Virtual collaboration continues to gain in significance and is attracting attention also as virtual collaborative learning (VCL) in education. This paper addresses aspects of VCL that we identified as critical in a series of courses named "Net Economy": (1) technical infrastructure, (2) motivation and collaboration, and (3) assessment…
Ma, Xiao H; Jia, Jia; Zhu, Feng; Xue, Ying; Li, Ze R; Chen, Yu Z
2009-05-01
Machine learning methods have been explored as ligand-based virtual screening tools for facilitating drug lead discovery. These methods predict compounds of specific pharmacodynamic, pharmacokinetic or toxicological properties based on their structure-derived structural and physicochemical properties. Increasing attention has been directed at these methods because of their capability in predicting compounds of diverse structures and complex structure-activity relationships without requiring the knowledge of target 3D structure. This article reviews current progresses in using machine learning methods for virtual screening of pharmacodynamically active compounds from large compound libraries, and analyzes and compares the reported performances of machine learning tools with those of structure-based and other ligand-based (such as pharmacophore and clustering) virtual screening methods. The feasibility to improve the performance of machine learning methods in screening large libraries is discussed.
Immersive Theater - a Proven Way to Enhance Learning Retention
NASA Astrophysics Data System (ADS)
Reiff, P. H.; Zimmerman, L.; Spillane, S.; Sumners, C.
2014-12-01
The portable immersive theater has gone from our first demonstration at fall AGU 2003 to a product offered by multiple companies in various versions to literally millions of users per year. As part of our NASA funded outreach program, we conducted a test of learning in a portable Discovery Dome as contrasted with learning the same materials (visuals and sound track) on a computer screen. We tested 200 middle school students (primarily underserved minorities). Paired t-tests and an independent t-test were used to compare the amount of learning that students achieved. Interest questionnaires were administered to participants in formal (public school) settings and focus groups were conducted in informal (museum camp and educational festival) settings. Overall results from the informal and formal educational setting indicated that there was a statistically significant increase in test scores after viewing We Choose Space. There was a statistically significant increase in test scores for students who viewed We Choose Space in the portable Discovery Dome (9.75) as well as with the computer (8.88). However, long-term retention of the material tested on the questionnaire indicated that for students who watched We Choose Space in the portable Discovery Dome, there was a statistically significant long-term increase in test scores (10.47), whereas, six weeks after learning on the computer, the improvements over the initial baseline (3.49) were far less and were not statistically significant. The test score improvement six weeks after learning in the dome was essentially the same as the post test immediately after watching the show, demonstrating virtually no loss of gained information in the six week interval. In the formal educational setting, approximately 34% of the respondents indicated that they wanted to learn more about becoming a scientist, while 35% expressed an interest in a career in space science. In the informal setting, 26% indicated that they were interested in pursuing a career in space science.
NASA Astrophysics Data System (ADS)
Zurweni, Wibawa, Basuki; Erwin, Tuti Nurian
2017-08-01
The framework for teaching and learning in the 21st century was prepared with 4Cs criteria. Learning providing opportunity for the development of students' optimal creative skills is by implementing collaborative learning. Learners are challenged to be able to compete, work independently to bring either individual or group excellence and master the learning material. Virtual laboratory is used for the media of Instrumental Analytical Chemistry (Vis, UV-Vis-AAS etc) lectures through simulations computer application and used as a substitution for the laboratory if the equipment and instruments are not available. This research aims to design and develop collaborative-creative learning model using virtual laboratory media for Instrumental Analytical Chemistry lectures, to know the effectiveness of this design model adapting the Dick & Carey's model and Hannafin & Peck's model. The development steps of this model are: needs analyze, design collaborative-creative learning, virtual laboratory media using macromedia flash, formative evaluation and test of learning model effectiveness. While, the development stages of collaborative-creative learning model are: apperception, exploration, collaboration, creation, evaluation, feedback. Development of collaborative-creative learning model using virtual laboratory media can be used to improve the quality learning in the classroom, overcome the limitation of lab instruments for the real instrumental analysis. Formative test results show that the Collaborative-Creative Learning Model developed meets the requirements. The effectiveness test of students' pretest and posttest proves significant at 95% confidence level, t-test higher than t-table. It can be concluded that this learning model is effective to use for Instrumental Analytical Chemistry lectures.
ERIC Educational Resources Information Center
Ageel, Mohammed
2012-01-01
The adoption of ICT-enabled teaching in contemporary schools has largely lagged behind despite its obvious and many benefits, mainly because teachers still hold ignorant, misinformed and highly negative attitudes towards ICT-enabled teaching. This article aimed at investigating the effect of Virtual Learning Environments (VLE) on university…
NASA Astrophysics Data System (ADS)
Jannati, E. D.; Setiawan, A.; Siahaan, P.; Rochman, C.
2018-05-01
This study aims to determine the description of virtual laboratory learning media development to improve science literacy skills of Mechanical Engineering students on the concept of basic Physics. Quasi experimental method was employed in this research. The participants of this research were first semester students of mechanical engineering in Majalengka University. The research instrument was readability test of instructional media. The results of virtual laboratory learning media readability test show that the average score is 78.5%. It indicates that virtual laboratory learning media development are feasible to be used in improving science literacy skill of Mechanical Engineering students in Majalengka University, specifically on basic Physics concepts of material measurement.
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.
Navigating Mythic Space in the Digital Age
ERIC Educational Resources Information Center
Foley, Drew Thomas
2012-01-01
In prior ages, alternate worlds are associated with symbolic expressions of storied space, here termed "mythic space." The digital age brings new forms of virtual space that are co-existent with physical space. These virtual spaces may be understood as a contemporary representation of mythic space. This dissertation explores the paths by…
Multi-Objective Reinforcement Learning-based Deep Neural Networks for Cognitive Space Communications
NASA Technical Reports Server (NTRS)
Ferreria, Paulo; Paffenroth, Randy; Wyglinski, Alexander M.; Hackett, Timothy; Bilen, Sven; Reinhart, Richard; Mortensen, Dale
2017-01-01
Future communication subsystems of space exploration missions can potentially benefit from software-defined radios (SDRs) controlled by machine learning algorithms. In this paper, we propose a novel hybrid radio resource allocation management control algorithm that integrates multi-objective reinforcement learning and deep artificial neural networks. The objective is to efficiently manage communications system resources by monitoring performance functions with common dependent variables that result in conflicting goals. The uncertainty in the performance of thousands of different possible combinations of radio parameters makes the trade-off between exploration and exploitation in reinforcement learning (RL) much more challenging for future critical space-based missions. Thus, the system should spend as little time as possible on exploring actions, and whenever it explores an action, it should perform at acceptable levels most of the time. The proposed approach enables on-line learning by interactions with the environment and restricts poor resource allocation performance through virtual environment exploration. Improvements in the multiobjective performance can be achieved via transmitter parameter adaptation on a packet-basis, with poorly predicted performance promptly resulting in rejected decisions. Simulations presented in this work considered the DVB-S2 standard adaptive transmitter parameters and additional ones expected to be present in future adaptive radio systems. Performance results are provided by analysis of the proposed hybrid algorithm when operating across a satellite communication channel from Earth to GEO orbit during clear sky conditions. The proposed approach constitutes part of the core cognitive engine proof-of-concept to be delivered to the NASA Glenn Research Center SCaN Testbed located onboard the International Space Station.
Multi-Objective Reinforcement Learning-Based Deep Neural Networks for Cognitive Space Communications
NASA Technical Reports Server (NTRS)
Ferreria, Paulo Victor R.; Paffenroth, Randy; Wyglinski, Alexander M.; Hackett, Timothy M.; Bilen, Sven G.; Reinhart, Richard C.; Mortensen, Dale J.
2017-01-01
Future communication subsystems of space exploration missions can potentially benefit from software-defined radios (SDRs) controlled by machine learning algorithms. In this paper, we propose a novel hybrid radio resource allocation management control algorithm that integrates multi-objective reinforcement learning and deep artificial neural networks. The objective is to efficiently manage communications system resources by monitoring performance functions with common dependent variables that result in conflicting goals. The uncertainty in the performance of thousands of different possible combinations of radio parameters makes the trade-off between exploration and exploitation in reinforcement learning (RL) much more challenging for future critical space-based missions. Thus, the system should spend as little time as possible on exploring actions, and whenever it explores an action, it should perform at acceptable levels most of the time. The proposed approach enables on-line learning by interactions with the environment and restricts poor resource allocation performance through virtual environment exploration. Improvements in the multiobjective performance can be achieved via transmitter parameter adaptation on a packet-basis, with poorly predicted performance promptly resulting in rejected decisions. Simulations presented in this work considered the DVB-S2 standard adaptive transmitter parameters and additional ones expected to be present in future adaptive radio systems. Performance results are provided by analysis of the proposed hybrid algorithm when operating across a satellite communication channel from Earth to GEO orbit during clear sky conditions. The proposed approach constitutes part of the core cognitive engine proof-of-concept to be delivered to the NASA Glenn Research Center SCaN Testbed located onboard the International Space Station.
NASA Astrophysics Data System (ADS)
López-Alonso, C.; Fernández-Pampillón, A.; de-Miguel, E.; Pita, G.
Learning is the basis for research and lifelong training. The implementation of virtual environments for developing this competency requires the use of effective learning models. In this study we present an experiment in positive learning from the virtual campus of the Complutense University of Madrid (UCM). In order to carry it out we have used E-Ling, an e-learning environment that has been developed with an innovative didactic design based on a socio-constructivist learning approach. E-Ling has been used since 2006 to train future teachers and researchers in “learning to research”. Some of the results of this experiment have been statistically analysed in order to compare them with other learning models. From the obtained results we have concluded that E-Ling is a more productive proposal for developing competences in learning to research.
Team Collaboration: Lessons Learned Report
NASA Technical Reports Server (NTRS)
Arterberrie, Rhonda Y.; Eubanks, Steven W.; Kay, Dennis R.; Prahst, Stephen E.; Wenner, David P.
2005-01-01
An Agency team collaboration pilot was conducted from July 2002 until June 2003 and then extended for an additional year. The objective of the pilot was to assess the value of collaboration tools and adoption processes as applied to NASA teams. In an effort to share knowledge and experiences, the lessons that have been learned thus far are documented in this report. Overall, the pilot has been successful. An entire system has been piloted - tools, adoption, and support. The pilot consisted of two collaboration tools, a team space and a virtual team meeting capability. Of the two tools that were evaluated, the team meeting tool has been more widely accepted. Though the team space tool has been met with a lesser degree of acceptance, the need for such a tool in the NASA environment has been evidenced. Both adoption techniques and support were carefully developed and implemented in a way that has been well received by the pilot participant community.
Efficient Learning Using a Virtual Learning Environment in a University Class
ERIC Educational Resources Information Center
Stricker, Daniel; Weibel, David; Wissmath, Bartholomaus
2011-01-01
This study examines a blended learning setting in an undergraduate course in psychology. A virtual learning environment (VLE) complemented the face-to-face lecture. The usage was voluntary and the VLE was designed to support the learning process of the students. Data from users (N = 80) and non-users (N = 82) from two cohorts were collected.…
ERIC Educational Resources Information Center
Takemura, Atsushi
2015-01-01
This paper proposes a novel e-Learning system for learning electronic circuit making and programming a microcontroller to control a robot. The proposed e-Learning system comprises a virtual-circuit-making function for the construction of circuits with a versatile, Arduino microcontroller and an educational system that can simulate behaviors of…
Combining Face-to-Face Learning with Online Learning in Virtual Worlds
ERIC Educational Resources Information Center
Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David
2012-01-01
This paper focuses on the development of videogame-like applications in a 3D virtual environment as a complement to the face-to-face teaching and learning. With the changing role of teaching and learning and the increasing use of "blended learning," instructors are increasingly expected to explore new ways to attend to the needs of their…
Facilitating learning through an international virtual collaborative practice: A case study.
Wihlborg, Monne; Friberg, Elizabeth E; Rose, Karen M; Eastham, Linda
2018-02-01
Internationalisation of higher education involving information and communication technology such as e-learning opens opportunities for innovative learning approaches across nations and cultures. Describe a case in practice of collaborative and transformative learning in relation to 'internationalisation on home grounds' with the broader learning objective of 'becoming aware and knowledgeable'. A mutually developed project established a virtual international collaborative exchange for faculty and students using a course management software (MOODLE) and open access technology (Adobe CONNECT). Two research universities in Sweden and the United States. Approximately 90 nursing students from each university per semester over several semesters. A collaborative process to develop a joint learning community to construct a virtual module and learning activity involving academics and nursing students in two countries using principles of meaning construction and negotiated learning. Developed possibilities for dealing with the challenges and finding strategies for a future higher education system that opens dialogues worldwide. Virtual international exchanges open innovative communication and learning contexts across nations and cultures. Internationalisation is so much more than students and teachers' mobility. 'Internationalisation on home grounds' (internationalisation for all) should receive more attention to support faculty and student collaboration, learning, and professional development. Copyright © 2017 Elsevier Ltd. All rights reserved.
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…
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…
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…
A Competence-Based Service for Supporting Self-Regulated Learning in Virtual Environments
ERIC Educational Resources Information Center
Nussbaumer, Alexander; Hillemann, Eva-Catherine; Gütl, Christian; Albert, Dietrich
2015-01-01
This paper presents a conceptual approach and a Web-based service that aim at supporting self-regulated learning in virtual environments. The conceptual approach consists of four components: 1) a self-regulated learning model for supporting a learner-centred learning process, 2) a psychological model for facilitating competence-based…
Learning to Communicate in a Virtual World: The Case of a JFL Classroom
ERIC Educational Resources Information Center
Yamazaki, Kasumi
2015-01-01
The proliferation of online simulation games across the globe in many different languages offers Computer Assisted Language Learning (CALL) researchers an opportunity to examine how language learning occurs in such virtual environments. While there has recently been an increase in the number of exploratory studies involving learning experiences of…
Primary and Secondary Virtual Learning in New Zealand: Examining Barriers to Achieving Maturity
ERIC Educational Resources Information Center
Barbour, Michael; Davis, Niki; Wenmoth, Derek
2016-01-01
This paper describes the organisational development of virtual learning in networked rural schools in New Zealand, specifically the obstacles that e-learning clusters of rural schools face in their journey to sustainability and maturity through the lens of the Ministry's Learning Communities Online Handbook. Analysis of a nationwide purposeful…
Are Learning Styles Relevant to Virtual Reality?
ERIC Educational Resources Information Center
Chen, Chwen Jen; Toh, Seong Chong; Ismail, Wan Mohd Fauzy Wan
2005-01-01
This study aims to investigate the effects of a virtual reality (VR)-based learning environment on learners with different learning styles. The findings of the aptitude-by-treatment interaction study have shown that learners benefit most from the VR (guided exploration) mode, irrespective of their learning styles. This shows that the VR-based…
The Proposed Model of Collaborative Virtual Learning Environment for Introductory Programming Course
ERIC Educational Resources Information Center
Othman, Mahfudzah; Othman, Muhaini
2012-01-01
This paper discusses the proposed model of the collaborative virtual learning system for the introductory computer programming course which uses one of the collaborative learning techniques known as the "Think-Pair-Share". The main objective of this study is to design a model for an online learning system that facilitates the…
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…
An Integration Architecture of Virtual Campuses with External e-Learning Tools
ERIC Educational Resources Information Center
Navarro, Antonio; Cigarran, Juan; Huertas, Francisco; Rodriguez-Artacho, Miguel; Cogolludo, Alberto
2014-01-01
Technology enhanced learning relies on a variety of software architectures and platforms to provide different kinds of management service and enhanced instructional interaction. As e-learning support has become more complex, there is a need for virtual campuses that combine learning management systems with the services demanded by educational…
Transgenic Learning for STEAM Subjects and Virtual Containers for OER
ERIC Educational Resources Information Center
Burgos, Daniel; Corbí, Alberto
2018-01-01
Transgenic learning is a disruptive approach in education. It encourages modification of moving parts of the educational chain. This article provides a view of transgenic learning focused on the delivery of enriched learning contents in STEAM areas. It discusses the mutagenic role that the virtual containers may play in current distance education.…
ERIC Educational Resources Information Center
Burleson, Winslow S.; Harlow, Danielle B.; Nilsen, Katherine J.; Perlin, Ken; Freed, Natalie; Jensen, Camilla Nørgaard; Lahey, Byron; Lu, Patrick; Muldner, Kasia
2018-01-01
As computational thinking becomes increasingly important for children to learn, we must develop interfaces that leverage the ways that young children learn to provide opportunities for them to develop these skills. Active Learning Environments with Robotic Tangibles (ALERT) and Robopad, an analogous on-screen virtual spatial programming…
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.
STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training
2010-08-27
JSC2010-E-121045 (27 Aug. 2010) --- NASA astronaut Andrew Feustel (right), STS-134 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. David Homan assisted Feustel. Photo credit: NASA or National Aeronautics and Space Administration
Mobile devices, Virtual Reality, Augmented Reality, and Digital Geoscience Education.
NASA Astrophysics Data System (ADS)
Crompton, H.; De Paor, D. G.; Whitmeyer, S. J.; Bentley, C.
2016-12-01
Mobile devices are playing an increasing role in geoscience education. Affordances include instructor-student communication and class management in large classrooms, virtual and augmented reality applications, digital mapping, and crowd-sourcing. Mobile technologies have spawned the sub field of mobile learning or m-learning, which is defined as learning across multiple contexts, through social and content interactions. Geoscientists have traditionally engaged in non-digital mobile learning via fieldwork, but digital devices are greatly extending the possibilities, especially for non-traditional students. Smartphones and tablets are the most common devices but smart glasses such as Pivothead enable live streaming of a first-person view (see for example, https://youtu.be/gWrDaYP5w58). Virtual reality headsets such as Google Cardboard create an immersive virtual field experience and digital imagery such as GigaPan and Structure from Motion enables instructors and/or students to create virtual specimens and outcrops that are sharable across the globe. Whereas virtual reality (VR) replaces the real world with a virtual representation, augmented reality (AR) overlays digital data on the live scene visible to the user in real time. We have previously reported on our use of the AR application called FreshAiR for geoscientific "egg hunts." The popularity of Pokémon Go demonstrates the potential of AR for mobile learning in the geosciences.
Self-Regulated Learning in Virtual Communities
ERIC Educational Resources Information Center
Delfino, Manuela; Dettori, Giuliana; Persico, Donatella
2008-01-01
This paper investigates self-regulated learning (SRL) in a virtual learning community of adults interacting through asynchronous textual communication. The investigation method chosen is interaction analysis, a qualitative/quantitative approach allowing a systematic study of the contents of the messages exchanged within online communities. The…
Van Es, Simone L; Kumar, Rakesh K; Pryor, Wendy M; Salisbury, Elizabeth L; Velan, Gary M
2015-09-01
To determine whether cytopathology whole slide images and virtual microscopy adaptive tutorials aid learning by postgraduate trainees, we designed a randomized crossover trial to evaluate the quantitative and qualitative impact of whole slide images and virtual microscopy adaptive tutorials compared with traditional glass slide and textbook methods of learning cytopathology. Forty-three anatomical pathology registrars were recruited from Australia, New Zealand, and Malaysia. Online assessments were used to determine efficacy, whereas user experience and perceptions of efficiency were evaluated using online Likert scales and open-ended questions. Outcomes of online assessments indicated that, with respect to performance, learning with whole slide images and virtual microscopy adaptive tutorials was equivalent to using traditional methods. High-impact learning, efficiency, and equity of learning from virtual microscopy adaptive tutorials were strong themes identified in open-ended responses. Participants raised concern about the lack of z-axis capability in the cytopathology whole slide images, suggesting that delivery of z-stacked whole slide images online may be important for future educational development. In this trial, learning cytopathology with whole slide images and virtual microscopy adaptive tutorials was found to be as effective as and perceived as more efficient than learning from glass slides and textbooks. The use of whole slide images and virtual microscopy adaptive tutorials has the potential to provide equitable access to effective learning from teaching material of consistently high quality. It also has broader implications for continuing professional development and maintenance of competence and quality assurance in specialist practice. Copyright © 2015 Elsevier Inc. All rights reserved.
Virtual Glovebox (VGX) Aids Astronauts in Pre-Flight Training
NASA Technical Reports Server (NTRS)
2003-01-01
NASA's Virtual Glovebox (VGX) was developed to allow astronauts on Earth to train for complex biology research tasks in space. The astronauts may reach into the virtual environment, naturally manipulating specimens, tools, equipment, and accessories in a simulated microgravity environment as they would do in space. Such virtual reality technology also provides engineers and space operations staff with rapid prototyping, planning, and human performance modeling capabilities. Other Earth based applications being explored for this technology include biomedical procedural training and training for disarming bio-terrorism weapons.
Does Gender Matter? Collaborative Learning in a Virtual Corporate Community of Practice
ERIC Educational Resources Information Center
Tomcsik, Rachel E.
2010-01-01
The purpose of this study was to investigate how gender identity construction in virtuality and actuality affect collaborative learning in a corporate community of practice. As part of a virtual ethnographic design, participants were employees from a major American corporation who were interested specifically in social networking applications. The…
Learning Icelandic Language and Culture in Virtual Reykjavik: Starting to Talk
ERIC Educational Resources Information Center
Bédi, Branislav; Arnbjörnsdóttir, Birna; Vilhjálmsson, Hannes Högni; Helgadóttir, Hafdís Erla; Ólafsson, Stefán; Björgvinsson, Elías
2016-01-01
This paper describes how beginners of Icelandic as a foreign and second language responded to playing the first scene in Virtual Reykjavik, a video game-like environment where learners interact with virtual characters--Embodied Conversational Agents (ECAs). This game enables learners to practice speaking and listening skills, to learn about the…
Declarative Knowledge Acquisition in Immersive Virtual Learning Environments
ERIC Educational Resources Information Center
Webster, Rustin
2016-01-01
The author investigated the interaction effect of immersive virtual reality (VR) in the classroom. The objective of the project was to develop and provide a low-cost, scalable, and portable VR system containing purposely designed and developed immersive virtual learning environments for the US Army. The purpose of the mixed design experiment was…
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…
Spatial Integration under Contextual Control in a Virtual Environment
ERIC Educational Resources Information Center
Molet, Mikael; Gambet, Boris; Bugallo, Mehdi; Miller, Ralph R.
2012-01-01
The role of context was examined in the selection and integration of independently learned spatial relationships. Using a dynamic 3D virtual environment, participants learned one spatial relationship between landmarks A and B which was established in one virtual context (e.g., A is left of B) and a different spatial relationship which was…
Active Learning through the Use of Virtual Environments
ERIC Educational Resources Information Center
Mayrose, James
2012-01-01
Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts to give users the sensation of being fully immersed in a synthetic environment by providing them with 3D hardware, and allowing them to interact with objects in virtual worlds. The technology is extremely effective for learning and exploration, and…
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…
Learning Experience with Virtual Worlds
ERIC Educational Resources Information Center
Wagner, Christian
2008-01-01
Virtual worlds create a new opportunity to enrich the educational experience through media-rich immersive learning. Virtual worlds have gained notoriety in games such as World of Warcraft (WoW), which has become the most successful online game ever, and in "general purpose" worlds, such as Second Life (SL), whose participation levels (more than 10…
Integrating Music into Math in a Virtual Reality Game: Learning Fractions
ERIC Educational Resources Information Center
Lim, Taehyeong; Lee, Sungwoong; Ke, Fengfeng
2016-01-01
The purpose of this study was to investigate future teachers' experiences and perceptions of using a virtual reality game for elementary math education. The virtual reality game was designed and developed to integrate a musical activity (beat-making) into the math learning of fractions. Five math education major students participated in this…
Animal Companions: Fostering Children's Effort-Making by Nurturing Virtual Pets
ERIC Educational Resources Information Center
Chen, Zhi-Hong; Liao, Calvin; Chien, Tzu-Chao; Chan, Tak-Wai
2011-01-01
Virtual character is a significant application in the research field of technology-enhanced learning. In this study, the concept of animal companions, "non-smart" virtual characters, is proposed as a way to encourage students to promote effort-making learning behaviours. The two underpinning design rationales are first discussed followed by the…
ERIC Educational Resources Information Center
Hartwick, Peggy
2018-01-01
This article investigates research approaches used in traditional classroom-based interaction studies for identifying a suitable research method for studies in three-dimensional virtual learning environments (3DVLEs). As opportunities for language learning and teaching in virtual worlds emerge, so too do new research questions. An understanding of…
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…
ERIC Educational Resources Information Center
Childs, Mark; Schnieders, H. Lori; Williams, Gweno
2012-01-01
Using virtual worlds as media for learning and teaching gives rise to the potential for many unique ethical problems. Some of these arise due to the nature of the engagement with these virtual worlds, in which the students create a virtual representation, called an avatar, which may enable a sense of embodiment, and hence exposure, within the…
Natural product-like virtual libraries: recursive atom-based enumeration.
Yu, Melvin J
2011-03-28
A new molecular enumerator is described that allows chemically and architecturally diverse sets of natural product-like and drug-like structures to be generated from a core structure as simple as a single carbon atom or as complex as a polycyclic ring system. Integrated with a rudimentary machine-learning algorithm, the enumerator has the ability to assemble biased virtual libraries enriched in compounds predicted to meet target criteria. The ability to dynamically generate relatively small focused libraries in a recursive manner could reduce the computational time and infrastructure necessary to construct and manage extremely large static libraries. Depending on enumeration conditions, natural product-like structures can be produced with a wide range of heterocyclic and alicyclic ring assemblies. Because natural products represent a proven source of validated structures for identifying and designing new drug candidates, mimicking the structural and topological diversity found in nature with a dynamic set of virtual natural product-like compounds may facilitate the creation of new ideas for novel, biologically relevant lead structures in areas of uncharted chemical space.
Kirchmair, Johannes; Markt, Patrick; Distinto, Simona; Wolber, Gerhard; Langer, Thierry
2008-01-01
Within the last few years a considerable amount of evaluative studies has been published that investigate the performance of 3D virtual screening approaches. Thereby, in particular assessments of protein-ligand docking are facing remarkable interest in the scientific community. However, comparing virtual screening approaches is a non-trivial task. Several publications, especially in the field of molecular docking, suffer from shortcomings that are likely to affect the significance of the results considerably. These quality issues often arise from poor study design, biasing, by using improper or inexpressive enrichment descriptors, and from errors in interpretation of the data output. In this review we analyze recent literature evaluating 3D virtual screening methods, with focus on molecular docking. We highlight problematic issues and provide guidelines on how to improve the quality of computational studies. Since 3D virtual screening protocols are in general assessed by their ability to discriminate between active and inactive compounds, we summarize the impact of the composition and preparation of test sets on the outcome of evaluations. Moreover, we investigate the significance of both classic enrichment parameters and advanced descriptors for the performance of 3D virtual screening methods. Furthermore, we review the significance and suitability of RMSD as a measure for the accuracy of protein-ligand docking algorithms and of conformational space sub sampling algorithms.
E-Learning Application of Tarsier with Virtual Reality using Android Platform
NASA Astrophysics Data System (ADS)
Oroh, H. N.; Munir, R.; Paseru, D.
2017-01-01
Spectral Tarsier is a primitive primate that can only be found in the province of North Sulawesi. To study these primates can be used an e-learning application with Augmented Reality technology that uses a marker to confronted the camera computer to interact with three dimensions Tarsier object. But that application only shows tarsier object in three dimensions without habitat and requires a lot of resources because it runs on a Personal Computer. The same technology can be shown three dimensions’ objects is Virtual Reality to excess can make the user like venturing into the virtual world with Android platform that requires fewer resources. So, put on Virtual Reality technology using the Android platform that can make users not only to view and interact with the tarsiers but also the habitat. The results of this research indicate that the user can learn the Tarsier and habitat with good. Thus, the use of Virtual Reality technology in the e-learning application of tarsiers can help people to see, know, and learn about Spectral Tarsier.
The essential skills required by librarians to support medical virtual learning programs.
Soleymani, Mohammad Reza; Akbari, Zahra; Mojiri, Shahin
2016-01-01
Background: With the recent spread of virtual learning programs in universities, especially in the field of medical sciences, libraries play a crucial role to support these programs. This study aimed at investigating the skills required by librarians to support virtual learning programs in Isfahan University and Isfahan University of Medical Sciences. Methods: This was an applied survey study. The population of the study includes all librarians working in Isfahan University and Isfahan University of Medical Sciences. A sample of 89 librarians was selected by stratified random sampling. Data were collected by a researcher-made questionnaire, the validity of which was confirmed by specialists in the fields of librarianship and information sciences and virtual learning, and its reliability was determined to be 0.92, using Cronbach's Alpha. The questionnaire consisted of 51 items designed to evaluate the librarians' virtual learning skills using Likert scale. Descriptive and inferential statistics were used to analyze the findings. Results: The findings of this study revealed that librarians had low level of skills with respect to the online reference services, and familiarity with virtual learning environment. They also showed low and average level of skills with respect to their general information technology, communication skills, ability to teach electronic information literacy and ability to create access to electronic resources. The results revealed no significant difference between the librarians of the two universities, or between male and female librarians. However, librarians with educational background in librarianship and information sciences were significantly more skillful and competent than their colleagues. Conclusion: Despite the crucial role of libraries in supporting virtual learning programs, the librarians in Isfahan University and Isfahan University of Medical Sciences had low-level skills to play such an important role. Therefore, it is essential to provide on-the-job virtual training courses for librarians to improve their job performance and the quality of library services.
The essential skills required by librarians to support medical virtual learning programs
Soleymani, Mohammad Reza; Akbari, Zahra; Mojiri, Shahin
2016-01-01
Background: With the recent spread of virtual learning programs in universities, especially in the field of medical sciences, libraries play a crucial role to support these programs. This study aimed at investigating the skills required by librarians to support virtual learning programs in Isfahan University and Isfahan University of Medical Sciences. Methods: This was an applied survey study. The population of the study includes all librarians working in Isfahan University and Isfahan University of Medical Sciences. A sample of 89 librarians was selected by stratified random sampling. Data were collected by a researcher-made questionnaire, the validity of which was confirmed by specialists in the fields of librarianship and information sciences and virtual learning, and its reliability was determined to be 0.92, using Cronbach's Alpha. The questionnaire consisted of 51 items designed to evaluate the librarians' virtual learning skills using Likert scale. Descriptive and inferential statistics were used to analyze the findings. Results: The findings of this study revealed that librarians had low level of skills with respect to the online reference services, and familiarity with virtual learning environment. They also showed low and average level of skills with respect to their general information technology, communication skills, ability to teach electronic information literacy and ability to create access to electronic resources. The results revealed no significant difference between the librarians of the two universities, or between male and female librarians. However, librarians with educational background in librarianship and information sciences were significantly more skillful and competent than their colleagues. Conclusion: Despite the crucial role of libraries in supporting virtual learning programs, the librarians in Isfahan University and Isfahan University of Medical Sciences had low-level skills to play such an important role. Therefore, it is essential to provide on-the-job virtual training courses for librarians to improve their job performance and the quality of library services. PMID:28491838
ERIC Educational Resources Information Center
Prosser, Dominic; Eddisford, Susan
2004-01-01
This paper examines children's and adults' attitudes to virtual representations of museum objects. Drawing on empirical research data gained from two web-based digital learning environments. The paper explores the characteristics of on-line learning activities that move children from a sense of wonder into meaningful engagement with objects and…
ERIC Educational Resources Information Center
Bissoonauth-Bedford, A.; Stace, Ray
2012-01-01
This paper reports on an online discussion forum that was created on the University of Wollongong's Virtual Learning Environment (VLE) to aid and support the learning of French grammar at beginner/false beginner level. The aim was to provide a blended learning situation which combines face to face teaching with online learning using multimedia…
Cognitive load in distributed and massed practice in virtual reality mastoidectomy simulation.
Andersen, Steven Arild Wuyts; Mikkelsen, Peter Trier; Konge, Lars; Cayé-Thomasen, Per; Sørensen, Mads Sølvsten
2016-02-01
Cognitive load theory states that working memory is limited. This has implications for learning and suggests that reducing cognitive load (CL) could promote learning and skills acquisition. This study aims to explore the effect of repeated practice and simulator-integrated tutoring on CL in virtual reality (VR) mastoidectomy simulation. Prospective trial. Forty novice medical students performed 12 repeated virtual mastoidectomy procedures in the Visible Ear Simulator: 21 completed distributed practice with practice blocks spaced in time and 19 participants completed massed practice (all practices performed in 1 day). Participants were randomized for tutoring with the simulator-integrated tutor function. Cognitive load was estimated by measuring reaction time in a secondary task. Data were analyzed using linear mixed models for repeated measurements. The mean reaction time increased by 37% during the procedure compared with baseline, demonstrating that the procedure placed substantial cognitive demands. Repeated practice significantly lowered CL in the distributed practice group but not in massed practice group. In addition, CL was found to be further increased by 10.3% in the later and more complex stages of the procedure. The simulator-integrated tutor function did not have an impact on CL. Distributed practice decreased CL in repeated VR mastoidectomy training more consistently than was seen in massed practice. This suggests a possible effect of skills and memory consolidation occurring over time. To optimize technical skills learning, training should be organized as time-distributed practice rather than as a massed block of practice, which is common in skills-training courses. N/A. © 2015 The American Laryngological, Rhinological and Otological Society, Inc.
Virtual Simulations: A Creative, Evidence-Based Approach to Develop and Educate Nurses.
Leibold, Nancyruth; Schwarz, Laura
2017-02-01
The use of virtual simulations in nursing is an innovative strategy that is increasing in application. There are several terms related to virtual simulation; although some are used interchangeably, the meanings are not the same. This article presents examples of virtual simulation, virtual worlds, and virtual patients in continuing education, staff development, and academic nursing education. Virtual simulations in nursing use technology to provide safe, as realistic as possible clinical practice for nurses and nursing students. Virtual simulations are useful for learning new skills; practicing a skill that puts content, high-order thinking, and psychomotor elements together; skill competency learning; and assessment for low-volume, high-risk skills. The purpose of this article is to describe the related terms, examples, uses, theoretical frameworks, challenges, and evidence related to virtual simulations in nursing.
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…
ERIC Educational Resources Information Center
Molka-Danielsen, Judith; Hadjistassou, Stella; Messl-Egghart, Gerhilde
2016-01-01
This research is motivated by the emergence of virtual technologies and their potential as engaging pedagogical tools for facilitating comprehension, interactions and collaborations for learning; and in particular as applied to learning second languages (L2). This paper provides a descriptive analysis of a case study that examines affective…
Gender Gap in the Perception of Communication in Virtual Learning Environments
ERIC Educational Resources Information Center
von Neuforn, Daniela Stokar
2007-01-01
To support and continue the motivation of participants in virtual learning environments it is important to achieve a successful learning atmosphere. Therefore, it is necessary to reach the participants on a personal level and to perceive their personal needs and emotions when conversing with them. These factors of learning motivation depend on the…
Synchronous and Asynchronous E-Language Learning: A Case Study of Virtual University of Pakistan
ERIC Educational Resources Information Center
Perveen, Ayesha
2016-01-01
This case study evaluated the impact of synchronous and asynchronous E-Language Learning activities (ELL-ivities) in an E-Language Learning Environment (ELLE) at Virtual University of Pakistan. The purpose of the study was to assess e-language learning analytics based on the constructivist approach of collaborative construction of knowledge. The…
Learning by Teaching with Virtual Peers and the Effects of Technological Design Choices on Learning
ERIC Educational Resources Information Center
Okita, Sandra Y.; Turkay, Selen; Kim, Mihwa; Murai, Yumiko
2013-01-01
Advancements in technology have brought about new forms of learning and online instruction that allow communication through virtual representations without physically meeting in person. This study builds on previous work involving recursive feedback that tests the hypothesis that an important facet of learning-by-teaching is the opportunity to…
Business Students' Learning with Online Discussion Forums: The Case of a Virtual Classroom Community
ERIC Educational Resources Information Center
Zhu, Jake
2010-01-01
This study examined what learning is and how learning was facilitated in a virtual classroom community using online discussion forums. Results demonstrated that learning in such a community was the active participation by the members of the community in the process of meaning construction. The construction of meaning in such a community was…
Authoring Adaptive 3D Virtual Learning Environments
ERIC Educational Resources Information Center
Ewais, Ahmed; De Troyer, Olga
2014-01-01
The use of 3D and Virtual Reality is gaining interest in the context of academic discussions on E-learning technologies. However, the use of 3D for learning environments also has drawbacks. One way to overcome these drawbacks is by having an adaptive learning environment, i.e., an environment that dynamically adapts to the learner and the…
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…
Games as Distributed Teaching and Learning Systems
ERIC Educational Resources Information Center
Gee, Elisabeth; Gee, James Paul
2017-01-01
Background: Videogames and virtual worlds have frequently been studied as learning environments in isolation; that is, scholars have focused on understanding the features of games or virtual worlds as separate from or different than "real world" environments for learning. Although more recently, scholars have explored the teaching and…
ERIC Educational Resources Information Center
Keskitalo, Tuulikki
2011-01-01
This research article focuses on virtual reality (VR) and simulation-based training, with a special focus on the pedagogical use of the Virtual Centre of Wellness Campus known as ENVI (Rovaniemi, Finland). In order to clearly understand how teachers perceive teaching and learning in such environments, this research examines the concepts of…
The Effects of Virtual Reality Learning Environment on Student Cognitive and Linguistic Development
ERIC Educational Resources Information Center
Chen, Yu-Li
2016-01-01
Virtual reality (VR) has brought about numerous alternative learning opportunities in the last decade, and with modern products such as Oculus Rift and other wearable Virtual Reality technologies being introduced into society, VR will promisingly continue to provide yet unseen opportunities in the next few decades and therefore is a technology…
Virtual Worlds as the Next Asset of Virtual Learning Environments for Students in Business?
ERIC Educational Resources Information Center
Pelet, Jean-Eric; Lecat, Benoît
2012-01-01
The authors' research examines the effectiveness of a web-based virtual learning environment (VLE) in the context of management studies. This article provides two main contributions. First, an exploratory study introduces and describes the concept of VLE applied to the training of seven students in an "interactivity design" (IS) course.…
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…
Future Game Developers within a Virtual World: Learner Archetypes and Team Leader Attributes
ERIC Educational Resources Information Center
Franetovic, Marija
2016-01-01
This case study research sought to understand a subset of the next generation in reference to virtual world learning within a game development course. The students completed an ill-structured team project which was facilitated using authentic learning strategies within a virtual world over a period of seven weeks. Research findings emerged from…
Learning in the Wild of a Virtual World
ERIC Educational Resources Information Center
Aurilio, Suzanne
2009-01-01
This study took place in the online 3D virtual world Second Life[R], a recreational environment designed for world-building and socializing, and intended for individuals 18 years old and older. It described learning from the perspective of Second Life[R] Residents and focused on their world-building activities. As a virtual ethnographer, my avatar…
ERIC Educational Resources Information Center
Huang, Hsiu-Mei; Liaw, Shu-Sheng
2018-01-01
Within a constructivist paradigm, the virtual reality technology focuses on the learner's actively interactive learning processes and attempts to reduce the gap between the learner's knowledge and a real-life experience. Recently, virtual reality technologies have been developed for a wide range of applications in education, but further research…
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,…
Developing virtual patients for medical microbiology education.
McCarthy, David; O'Gorman, Ciaran; Gormley, Gerry J
2013-12-01
The landscape of medical education is changing as students embrace the accessibility and interactivity of e-learning. Virtual patients are e-learning resources that may be used to advance microbiology education. Although the development of virtual patients has been widely considered, here we aim to provide a coherent approach for clinical educators. Copyright © 2013 Elsevier Ltd. All rights reserved.
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…
ERIC Educational Resources Information Center
Hosseini, Seyede Mehrnoush
2011-01-01
The research aims to define SECI model of knowledge creation (socialization, externalization, combination, and internalization) as a framework of Virtual class management which can lead to better online teaching-learning mechanisms as well as knowledge creation. It has used qualitative research methodology including researcher's close observation…
ERIC Educational Resources Information Center
Jacobson, Michael J.; Taylor, Charlotte E.; Richards, Deborah
2016-01-01
In this paper, we propose computational scientific inquiry (CSI) as an innovative model for learning important scientific knowledge and new practices for "doing" science. This approach involves the use of a "game-like" virtual world for students to experience virtual biological fieldwork in conjunction with using an agent-based…
ERIC Educational Resources Information Center
Standard Smith, Kristy
2008-01-01
The purpose of this qualitative study was to explore the influence a simulated virtual team learning experience had on business school students' leadership competencies. The researcher sought to discover the relationship between filling the leadership role in the simulated virtual environment and developing leadership competencies. A…
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…
Students' First Impression of Second Life: A Case from the United Arab Emirates
ERIC Educational Resources Information Center
Abdallah, Salam; Douglas, Jamal
2010-01-01
Emerging 3D virtual worlds such as Second Life can offer students with opportunities to enhance learning using rich collaborative asynchronous media. Virtual worlds are believed to impact the future of higher education and therefore, universities across the world are immersing themselves inside virtual worlds to establish a unique learning and…
Exploring Factors of Media Characteristic Influencing Flow in Learning through Virtual Worlds
ERIC Educational Resources Information Center
Choi, Beomkyu; Baek, Youngkyun
2011-01-01
This study aims to find out factors of media characteristic which are considered to influence flow in learning through virtual worlds. One hundred ninety eight elementary students who are eleven to twelve years old participated in this study. After the exploratory factor analysis, to extract media characteristics of virtual worlds, seventy-eight…
Generative Recurrent Networks for De Novo Drug Design.
Gupta, Anvita; Müller, Alex T; Huisman, Berend J H; Fuchs, Jens A; Schneider, Petra; Schneider, Gisbert
2018-01-01
Generative artificial intelligence models present a fresh approach to chemogenomics and de novo drug design, as they provide researchers with the ability to narrow down their search of the chemical space and focus on regions of interest. We present a method for molecular de novo design that utilizes generative recurrent neural networks (RNN) containing long short-term memory (LSTM) cells. This computational model captured the syntax of molecular representation in terms of SMILES strings with close to perfect accuracy. The learned pattern probabilities can be used for de novo SMILES generation. This molecular design concept eliminates the need for virtual compound library enumeration. By employing transfer learning, we fine-tuned the RNN's predictions for specific molecular targets. This approach enables virtual compound design without requiring secondary or external activity prediction, which could introduce error or unwanted bias. The results obtained advocate this generative RNN-LSTM system for high-impact use cases, such as low-data drug discovery, fragment based molecular design, and hit-to-lead optimization for diverse drug targets. © 2017 The Authors. Published by Wiley-VCH Verlag GmbH & Co. KGaA.
Kinect Engineering with Learning (KEWL)
NASA Technical Reports Server (NTRS)
Goza, Sharon; Shores, David; Menzies, Alexander; Kong, Dara; Clausen, Matt; Leu, William; Kraesig, Raymond; Richeson, Eric; Wallace, Clinton; Hernandez, Moses;
2013-01-01
According to a Nielsen survey at the time of this reporting, 41% of all households have a game console. This is one market in which NASA has been absent from education and outreach efforts. Kinect Engineering with Learning (KEWL) is made to enter into that market and bring NASA education and outreach to a very familiar venue. KEWL creates an education and outreach experience that is more participatory, both in a school and museum environment. KEWL is a set of applications that runs on an Xbox 360 using the Kinect controller used for education and outreach. These applications currently include: Train R2, a visual simulation of Robonaut 2 that allows students to control a virtual R2 in a game environment; Drive R2, an interface using the Xbox 360 and Kinect controller that allows students to control the real R2 using the methods they learned playing Train R2; ISS experience, a visual tour of the interior of the International Space Station where students use their body to fly through the virtual ISS; Gravity Ball, a simulation of throwing balls in the gravity of different planets; Solar Array repair, a simulation of the simplified STS-121 solar array repair mission; and PlaySpace, a Mars/Moon application that allows students to experience different aspects of Mars/Moon. Users can "fly through" the ISS using their body, allowing an experience similar to what an astronaut would have on orbit. In PlaySpace, users can fly over the surface of Mars and view surface data obtained by Mars rovers. Users of Train R2 and Drive R2 can experience what it is like to control a robot over a distance with a time delay, simulating the time delay that would occur between ground control and an on-orbit robot. The initial ISS experiences were built using parts of code from the NASA Enigma software. The models used in these experiences were also from the Integrated Graphics Operations and Analysis Lab model database. The PlaySpace experience incorporates surface data obtained from NASA rovers and satellites and was built by NASA JPL.
Inquiry style interactive virtual experiments: a case on circular motion
NASA Astrophysics Data System (ADS)
Zhou, Shaona; Han, Jing; Pelz, Nathaniel; Wang, Xiaojun; Peng, Liangyu; Xiao, Hua; Bao, Lei
2011-11-01
Interest in computer-based learning, especially in the use of virtual reality simulations is increasing rapidly. While there are good reasons to believe that technologies have the potential to improve teaching and learning, how to utilize the technology effectively in teaching specific content difficulties is challenging. To help students develop robust understandings of correct physics concepts, we have developed interactive virtual experiment simulations that have the unique feature of enabling students to experience force and motion via an analogue joystick, allowing them to feel the applied force and simultaneously see its effects. The simulations provide students learning experiences that integrate both scientific representations and low-level sensory cues such as haptic cues under a single setting. In this paper, we introduce a virtual experiment module on circular motion. A controlled study has been conducted to evaluate the impact of using this virtual experiment on students' learning of force and motion in the context of circular motion. The results show that the interactive virtual experiment method is preferred by students and is more effective in helping students grasp the physics concepts than the traditional education method such as problem-solving practices. Our research suggests that well-developed interactive virtual experiments can be useful tools in teaching difficult concepts in science.
Virtual and physical toys: open-ended features for non-formal learning.
Petersson, Eva; Brooks, Anthony
2006-04-01
This paper examines the integrated toy--both physical and virtual--as an essential resource for collaborative learning. This learning incorporates rehabilitation, training, and education. The data derived from two different cases. Pedagogical issues related to non-formal learning and open-ended features of design are discussed. Findings suggest that social, material, and expressive affordances constitute a base for an alterative interface to encourage children's play and learning.
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
Chen, Irene Y. L.; Chen, Nian-Shing; Kinshuk
2009-01-01
Increasing organizations and educational institutions have implemented virtual learning communities to encourage knowledge sharing. However, this task can not be accomplished simply by grouping people together and telling them "sharing your knowledge will make you learn better". This research attempts to examine the factors influencing knowledge…
Building Virtual Teams: Experiential Learning Using Emerging Technologies
ERIC Educational Resources Information Center
Hu, Haihong
2015-01-01
Currently, virtual teams are being used exponentially in higher education and business because of the development of technologies and globalization. These teams have become an essential approach for collaborative learning as well as task completion. Team learning, especially in an online format, can be challenging due to lack of effective…
Information Retrieval in Virtual Universities
ERIC Educational Resources Information Center
Puustjärvi, Juha; Pöyry, Päivi
2006-01-01
Information retrieval in the context of virtual universities deals with the representation, organization, and access to learning objects. The representation and organization of learning objects should provide the learner with an easy access to the learning objects. In this article, we give an overview of the ONES system, and analyze the relevance…
The Virtual Learning Organization: Learning at the Corporate University Workplace Campus.
ERIC Educational Resources Information Center
Prestoungrange, Gordon, Ed.; Sandelands, Eric, Ed.; Teare, Richard, Ed.
This three-part book contains 17 chapters that seek to explore and establish the framework around which global organizations might embed their own corporate virtual university. Part 1: Design Issues, contains the following chapters: "Customer Orientation and Motivation: The Key to Effective Learning Organizations" (Gordon…
Bringing the Real World in: Reflection on Building a Virtual Learning Environment
ERIC Educational Resources Information Center
Mundkur, Anuradha; Ellickson, Cara
2012-01-01
We reflect on translating participatory and experiential learning methodologies into an online teaching environment through a Virtual Learning Environment (VLE) that simulates the "real-world" contexts of international development in order to develop an applied critical understanding of gender analysis and gender mainstreaming. Rather than being…
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…
Virtual Action Learning: Practices and Challenges
ERIC Educational Resources Information Center
Dickenson, Mollie; Burgoyne, John; Pedler, Mike
2010-01-01
This paper reports findings from research that set out to explore virtual action learning (VAL) as an emerging variety of action learning (AL). In bringing together geographically dispersed individuals within and across organizations, and possibly across time, VAL has obvious potential in both educational and commercial contexts. Whilst there is…
Beyond Blackboard and into Virtual Communities
ERIC Educational Resources Information Center
Cleaver, Samantha
2008-01-01
Online learning is evolving into much more than discussions via Blackboard. Today's online learners are spending time engaged in discussions, meeting in virtual classrooms, and combining online and on-the-ground learning, even if they live time zones away from campus. In response, universities are adjusting their curriculum, learning expectations,…
Action Learning in Virtual Higher Education: Applying Leadership Theory
ERIC Educational Resources Information Center
Curtin, Joseph
2016-01-01
This paper reports the historical foundation of Northeastern University's course, LDR 6100: Developing Your Leadership Capability, a partial literature review of action learning (AL) and virtual action learning (VAL), a course methodology of LDR 6100 requiring students to apply leadership perspectives using VAL as instructed by the author,…
ERIC Educational Resources Information Center
Cvetkovic, Dragan, Ed.
2016-01-01
The first chapter provides an overview of the popular systems for distance learning. In the second chapter, a review of all major social and economic activities in order to improve the system of virtual learning is given. The third chapter deals with the influence of technology in the management of educational institutions. The fourth chapter…
Multiple Intelligences in Virtual and Traditional Skill Instructional Learning Environments
ERIC Educational Resources Information Center
McKethan, Robert; Rabinowitz, Erik; Kernodle, Michael W.
2010-01-01
The purpose of this investigation was to examine (a) how Multiple Intelligence (MI) strengths correlate to learning in virtual and traditional environments and (b) the effectiveness of learning with and without an authority figure in attendance. Participants (N=69) were randomly assigned to four groups, administered the Multiple Intelligences…
Network Analysis of a Virtual Community of Learning of Economics Educators
ERIC Educational Resources Information Center
Fontainha, Elsa; Martins, Jorge Tiago; Vasconcelos, Ana Cristina
2015-01-01
Introduction: This paper aims at understanding virtual communities of learning in terms of dynamics, types of knowledge shared by participants, and network characteristics such as size, relationships, density, and centrality of participants. It looks at the relationships between these aspects and the evolution of communities of learning. It…
Virtual Manipulatives: Tools for Teaching Mathematics to Students with Learning Disabilities
ERIC Educational Resources Information Center
Shin, Mikyung; Bryant, Diane P.; Bryant, Brian R.; McKenna, John W.; Hou, Fangjuan; Ok, Min Wook
2017-01-01
Many students with learning disabilities demonstrate difficulty in developing a conceptual understanding of mathematical topics. Researchers recommend using visual models to support student learning of the concepts and skills necessary to complete abstract and symbolic mathematical problems. Virtual manipulatives (i.e., interactive visual models)…
Virtual Bioinformatics Distance Learning Suite
ERIC Educational Resources Information Center
Tolvanen, Martti; Vihinen, Mauno
2004-01-01
Distance learning as a computer-aided concept allows students to take courses from anywhere at any time. In bioinformatics, computers are needed to collect, store, process, and analyze massive amounts of biological and biomedical data. We have applied the concept of distance learning in virtual bioinformatics to provide university course material…
Predicting Virtual World User Population Fluctuations with Deep Learning
Park, Nuri; Zhang, Qimeng; Kim, Jun Gi; Kang, Shin Jin; Kim, Chang Hun
2016-01-01
This paper proposes a system for predicting increases in virtual world user actions. The virtual world user population is a very important aspect of these worlds; however, methods for predicting fluctuations in these populations have not been well documented. Therefore, we attempt to predict changes in virtual world user populations with deep learning, using easily accessible online data, including formal datasets from Google Trends, Wikipedia, and online communities, as well as informal datasets collected from online forums. We use the proposed system to analyze the user population of EVE Online, one of the largest virtual worlds. PMID:27936009
Predicting Virtual World User Population Fluctuations with Deep Learning.
Kim, Young Bin; Park, Nuri; Zhang, Qimeng; Kim, Jun Gi; Kang, Shin Jin; Kim, Chang Hun
2016-01-01
This paper proposes a system for predicting increases in virtual world user actions. The virtual world user population is a very important aspect of these worlds; however, methods for predicting fluctuations in these populations have not been well documented. Therefore, we attempt to predict changes in virtual world user populations with deep learning, using easily accessible online data, including formal datasets from Google Trends, Wikipedia, and online communities, as well as informal datasets collected from online forums. We use the proposed system to analyze the user population of EVE Online, one of the largest virtual worlds.
ERIC Educational Resources Information Center
Weibel, David; Stricker, Daniel; Wissmath, Bartholomaus
2012-01-01
We provided a virtual learning tool to undergraduate psychology students (n = 72) and investigated how different variables influence the learning outcome in terms of performance in an exam and satisfaction with the e-learning tool. These variables were: perceived usefulness, perceived ease of use, attitude towards computers, attitude towards the…
Reduced Mental Load in Learning a Motor Visual Task with Virtual 3D Method
ERIC Educational Resources Information Center
Dan, A.; Reiner, M.
2018-01-01
Distance learning is expanding rapidly, fueled by the novel technologies for shared recorded teaching sessions on the Web. Here, we ask whether 3D stereoscopic (3DS) virtual learning environment teaching sessions are more compelling than typical two-dimensional (2D) video sessions and whether this type of teaching results in superior learning. The…
ERIC Educational Resources Information Center
Aji, Chadia Affane; Khan, M. Javed
2015-01-01
Student engagement is an essential element for learning. Active learning has been consistently shown to increase student engagement and hence learning. Hands-on activities are one of the many active learning approaches. These activities vary from structured laboratory experiments on one end of the spectrum to virtual gaming environments and to for…
Learning in Virtual Forest: A Forest Ecosystem in the Web-Based Learning Environment
ERIC Educational Resources Information Center
Jussila, Terttu; Virtanen, Viivi
2014-01-01
Virtual Forest is a web-based, open-access learning environment about forests designed for primary-school pupils between the ages of 10 and 13 years. It is pedagogically designed to develop an understanding of ecology, to enhance conceptual development and to give a holistic view of forest ecosystems. Various learning tools, such as concept maps,…
ERIC Educational Resources Information Center
Sun, Koun-tem; Lin, Yuan-cheng; Yu, Chia-jui
2008-01-01
The purpose of this study is to explore the learning effect related to different learning styles in a Web-based virtual science laboratory for elementary school students. The online virtual lab allows teachers to integrate information and communication technology (ICT) into science lessons. The results of this experimental teaching method…
Virtual Reality and Learning: Where Is the Pedagogy?
ERIC Educational Resources Information Center
Fowler, Chris
2015-01-01
The aim of this paper was to build upon Dalgarno and Lee's model or framework of learning in three-dimensional (3-D) virtual learning environments (VLEs) and to extend their road map for further research in this area. The enhanced model shares the common goal with Dalgarno and Lee of identifying the learning benefits from using 3-D VLEs. The…
Real World Connections Through Videoconferences
NASA Technical Reports Server (NTRS)
Peterson, Ruth; Lytle, John (Technical Monitor)
2002-01-01
The Learning Technologies Project (LTP) is a partner in the National Aeronautics and Space Administration's (NASA's) educational technology program unit, an electronic community center that fosters interaction, collaboration, and sharing among educators, learners, and scientists. The goal of the NASA Glenn Research Center's Learning Technologies Project is to increase students' interest and proficiency in mathematics, science, and technology through the use of computing and communications technology and by using NASA's mission in aerospace technology as a theme. The primary components are: (1) Beginner's Guide to Aeronautics, including interactive simulation packages and teacher-created online activities. (2) NASA Virtual Visits, videoconferences (with online pre-post-conference activities) connecting students and teachers to NASA scientists and researchers.
Methods for Effective Virtual Screening and Scaffold-Hopping in Chemical Compounds
2007-04-04
contains color images. 14. ABSTRACT 15. SUBJECT TERMS 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF ABSTRACT 18. NUMBER OF PAGES 12 19a...Opterons with 4 GB of memory . We used the descriptor- spaces GF, ECZ3, and ErG (described in Section 4) for the evaluating the methods introduced in...screening: Use of data fusion and machine learning to enchance the effectiveness of sim- ilarity searching. J. Chem. Info. Model., (46):462–470, 2006. [18] J
2003-06-01
NASA’s Virtual Glovebox (VGX) was developed to allow astronauts on Earth to train for complex biology research tasks in space. The astronauts may reach into the virtual environment, naturally manipulating specimens, tools, equipment, and accessories in a simulated microgravity environment as they would do in space. Such virtual reality technology also provides engineers and space operations staff with rapid prototyping, planning, and human performance modeling capabilities. Other Earth based applications being explored for this technology include biomedical procedural training and training for disarming bio-terrorism weapons.
Edelbring, Samuel; Wahlström, Rolf
2016-04-23
Students' self-regulated learning becomes essential with increased use of exploratory web-based activities such as virtual patients (VPs). The purpose was to investigate the interplay between students' self-regulated learning strategies and perceived benefit in VP learning activities. A cross-sectional study (n = 150) comparing students' study strategies and perceived benefit of a virtual patient learning activity in a clinical clerkship preparatory course. Teacher regulation varied among three settings and was classified from shared to strong. These settings were compared regarding their respective relations between regulation strategies and perceived benefit of the virtual patient activity. Self-regulation learning strategy was generally associated with perceived benefit of the VP activities (rho 0.27, p < 0.001), but was not true in all settings. The association was higher in the two strongly regulated settings. The external regulation strategy did generally associate weakly with perceived benefit (rho 0.17, p < 0.05) with large variations between settings. The flexible student-autonomous appeal of virtual patients should not lead to the dismissal of guidance and related course activities. External teacher and peer regulation seem to be productive for increasing learners' perceived benefit. Awareness of the interplay among teacher regulation (external) and various study strategies can increase the value of flexible web-based learning resources to students.
3D Virtual Reality Check: Learner Engagement and Constructivist Theory
ERIC Educational Resources Information Center
Bair, Richard A.
2013-01-01
The inclusion of three-dimensional (3D) virtual tools has created a need to communicate the engagement of 3D tools and specify learning gains that educators and the institutions, which are funding 3D tools, can expect. A review of literature demonstrates that specific models and theories for 3D Virtual Reality (VR) learning do not exist "per…
ERIC Educational Resources Information Center
Arista, Fitra Suci; Kuswanto, Heru
2018-01-01
The research study concerned here was to: (1) produce a virtual physics laboratory application to be called ViPhyLab by using the Android smartphone as basis; (2) determine the appropriateness and quality of the virtual physics laboratory application that had been developed; and (3) describe the improvement in learning independence and conceptual…
ERIC Educational Resources Information Center
Stansfield, Mark; Connolly, Thomas; Cartelli, Antonio; Jimoyiannis, Athanassios; Magalhaes, Hugo; Maillet, Katherine
2009-01-01
This paper explores a number of key issues that have been identified as being important in the identification and evaluation of best practice within the context of e-learning and virtual campuses. The "Promoting Best Practice in Virtual Campuses" (PBP-VC) project is a two year European Commission Education Audiovisual and Culture…
ERIC Educational Resources Information Center
Bailenson, Jeremy N.; Yee, Nick; Blascovich, Jim; Beall, Andrew C.; Lundblad, Nicole; Jin, Michael
2008-01-01
This article illustrates the utility of using virtual environments to transform social interaction via behavior and context, with the goal of improving learning in digital environments. We first describe the technology and theories behind virtual environments and then report data from 4 empirical studies. In Experiment 1, we demonstrated that…
ERIC Educational Resources Information Center
Bohorquez Sotelo, Maria Cristina; Rodriguez Mendoza, Brigitte Julieth; Vega, Sandra Milena; Roja Higuera, Naydu Shirley; Barbosa Gomez, Luisa Fernanda
2016-01-01
In the present paper we describe the analysis of qualitative and quantitative data from asynchronous learning networks, the virtual forums that take place in VirtualNet 2.0, the platform of the University Manuela Beltran (UMB), inside the course of Educommunication, from the master of Digital technologies applied to education. Here, we performed a…
ERIC Educational Resources Information Center
Woollard, John
2012-01-01
Virtual worlds can offer opportunities to further extend the experience, skills and understanding of professionals, in this case pre-service teachers. Based on the empirical evidence provided by professional, pre-service teachers, this paper describes the social and emotional aspects of being and learning in a virtual world and the implications…
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…
Design Concerns in the Engineering of Virtual Worlds for Learning
ERIC Educational Resources Information Center
Rapanotti, Lucia; Hall, Jon G.
2011-01-01
The convergence of 3D simulation and social networking into current multi-user virtual environments has opened the door to new forms of interaction for learning in order to complement the face-to-face and Web 2.0-based systems. Yet, despite a growing user community, design knowledge for virtual worlds remains patchy, particularly when it comes to…
Game-Like Language Learning in 3-D Virtual Environments
ERIC Educational Resources Information Center
Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David
2013-01-01
This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…
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…
ERIC Educational Resources Information Center
Karaoglan Yilmaz, Fatma Gizem
2017-01-01
Today, the use of social network-based virtual learning communities is increasing rapidly in terms of knowledge management. An important dynamic of knowledge management processes is the knowledge sharing behaviors (KSB) in community. The purpose of this study is to examine the KSB of the students in a Facebook-based virtual community created…
ERIC Educational Resources Information Center
Liu, Feng; Cavanaugh, Cathy
2011-01-01
This paper describes a study of success factors in high enrollment courses in a K-12 virtual school learning environment. The influence of variables: time student spent in the learning management system (LMS), number of times logged into the LMS, teacher comment, participation in free or reduced lunch programs, student status in the virtual school…
ERIC Educational Resources Information Center
Rebmann, Kristen
2012-01-01
This case study reports on patterns of participation in a virtual collaboratory organised around goals associated with the involvement of graduate students in research and writing projects. Traditionally, distance learning classrooms have been devoted to teaching content matter (in a virtual context) yet this case study reports on the use of…
Emerging CAE technologies and their role in Future Ambient Intelligence Environments
NASA Astrophysics Data System (ADS)
Noor, Ahmed K.
2011-03-01
Dramatic improvements are on the horizon in Computer Aided Engineering (CAE) and various simulation technologies. The improvements are due, in part, to the developments in a number of leading-edge technologies and their synergistic combinations/convergence. The technologies include ubiquitous, cloud, and petascale computing; ultra high-bandwidth networks, pervasive wireless communication; knowledge based engineering; networked immersive virtual environments and virtual worlds; novel human-computer interfaces; and powerful game engines and facilities. This paper describes the frontiers and emerging simulation technologies, and their role in the future virtual product creation and learning/training environments. The environments will be ambient intelligence environments, incorporating a synergistic combination of novel agent-supported visual simulations (with cognitive learning and understanding abilities); immersive 3D virtual world facilities; development chain management systems and facilities (incorporating a synergistic combination of intelligent engineering and management tools); nontraditional methods; intelligent, multimodal and human-like interfaces; and mobile wireless devices. The Virtual product creation environment will significantly enhance the productivity and will stimulate creativity and innovation in future global virtual collaborative enterprises. The facilities in the learning/training environment will provide timely, engaging, personalized/collaborative and tailored visual learning.
Engineering Internship Program Report
NASA Technical Reports Server (NTRS)
Bosch, Brian Y.
1994-01-01
Towards the end of the summer, I prepared for a presentation to the chief of the Flight Crew Support Division to obtain funding for Phase 1 of the project. I presented information on the tracking systems, David Ray presented on the POGO and PABF and the integration of the virtual reality systems, and Mike Van Chau talked about other hardware issues such as head-mounted display, 3-D sound, gloves, graphics platforms, and other peripherals. The funding was approved, and work was to begin at the end of August in evaluating a couple of the tracking systems, to integrate the graphics platform and video equipment with the POGO, and to build a larger gantry for the POGO. This tour I learned how to effectively gather information and present them in a convincible form to gain funding. I explored a entirely new area of technology, that being virtual reality from the most general form down to finer details in its tracking systems. The experiences over the summer have added a lot of detail to work at the Johnson Space Center, life within NASA, and to the many possibilities for becoming involved with the space program.
Astroinformatics as a New Research Field. UkrVO Astroinformation Resources: Tasks and Prospective
NASA Astrophysics Data System (ADS)
Vavilova, I. B.
The data-oriented astronomy has allowed classifying the Astroinformatics as a new academic research field, which covers various multi-disciplinary applications of the e-Astronomy. Among them are the data modeling, data mining, metadata standards development, data access, digital astronomical databases, image archives and visualization, machine learning, statistics and other computational methods and software for work with astronomical survey and catalogues with their teta- topeta-scale astroinformation resource. In this review we describe briefly the astroinformatics applications and software/services performed for different astronomical tasks in frame of the VIrtual Roentgen and Gamma Observatory (VIRGO) and Ukrainian VirtualObservatory (UkrVO). Among them there are projects based on the archival space-born data of X-ray and gamma space observatories and on the Joint Digitized Archive (JDA) database of astroplate network collections. The UkrVO JDA DR1 deals with the star catalogues (FON, Polar zone, open clusters, GRB star fields) as well as the UkrVO JDA DR2 deals with the Solar System bodies (giant and small planets, satellites, astronomical heritage images).
Intelligent Launch and Range Operations Virtual Test Bed (ILRO-VTB)
NASA Technical Reports Server (NTRS)
Bardina, Jorge; Rajkumar, T.
2003-01-01
Intelligent Launch and Range Operations Virtual Test Bed (ILRO-VTB) is a real-time web-based command and control, communication, and intelligent simulation environment of ground-vehicle, launch and range operation activities. ILRO-VTB consists of a variety of simulation models combined with commercial and indigenous software developments (NASA Ames). It creates a hybrid software/hardware environment suitable for testing various integrated control system components of launch and range. The dynamic interactions of the integrated simulated control systems are not well understood. Insight into such systems can only be achieved through simulation/emulation. For that reason, NASA has established a VTB where we can learn the actual control and dynamics of designs for future space programs, including testing and performance evaluation. The current implementation of the VTB simulates the operations of a sub-orbital vehicle of mission, control, ground-vehicle engineering, launch and range operations. The present development of the test bed simulates the operations of Space Shuttle Vehicle (SSV) at NASA Kennedy Space Center. The test bed supports a wide variety of shuttle missions with ancillary modeling capabilities like weather forecasting, lightning tracker, toxic gas dispersion model, debris dispersion model, telemetry, trajectory modeling, ground operations, payload models and etc. To achieve the simulations, all models are linked using Common Object Request Broker Architecture (CORBA). The test bed provides opportunities for government, universities, researchers and industries to do a real time of shuttle launch in cyber space.
Intelligent launch and range operations virtual testbed (ILRO-VTB)
NASA Astrophysics Data System (ADS)
Bardina, Jorge; Rajkumar, Thirumalainambi
2003-09-01
Intelligent Launch and Range Operations Virtual Test Bed (ILRO-VTB) is a real-time web-based command and control, communication, and intelligent simulation environment of ground-vehicle, launch and range operation activities. ILRO-VTB consists of a variety of simulation models combined with commercial and indigenous software developments (NASA Ames). It creates a hybrid software/hardware environment suitable for testing various integrated control system components of launch and range. The dynamic interactions of the integrated simulated control systems are not well understood. Insight into such systems can only be achieved through simulation/emulation. For that reason, NASA has established a VTB where we can learn the actual control and dynamics of designs for future space programs, including testing and performance evaluation. The current implementation of the VTB simulates the operations of a sub-orbital vehicle of mission, control, ground-vehicle engineering, launch and range operations. The present development of the test bed simulates the operations of Space Shuttle Vehicle (SSV) at NASA Kennedy Space Center. The test bed supports a wide variety of shuttle missions with ancillary modeling capabilities like weather forecasting, lightning tracker, toxic gas dispersion model, debris dispersion model, telemetry, trajectory modeling, ground operations, payload models and etc. To achieve the simulations, all models are linked using Common Object Request Broker Architecture (CORBA). The test bed provides opportunities for government, universities, researchers and industries to do a real time of shuttle launch in cyber space.
Virtual education effect on cognitive learning and attitude of nursing students towards it.
Borhani, Fariba; Vatanparast, Mahboubeh; Zadeh, Abbas Abbas; Ranjbar, Hadi; Pour, Reza Shojaei
2011-01-01
Along with emersion of the Internet, virtual education increasingly has been growing. Many studies discussed this method and its impact on learning. Present study investigated students' attitude towards virtual education as well as its effect on learning. This was a pretest-posttest quasi-experimental study. The nursing students, who had selected fluids and electrolyte disorders course, were randomly divided into two virtual and conventional education groups. The knowledge of students was assessed through a written exam and students' attitude towards virtual education assessed by a researcher-made questionnaire. Mean scores of students in pretest were 0.8 (0.3) and 1.1 (0.59) in virtual and conventional group respectively [mean (SD)]. At the end of the semester their scores were 15.9 (0.58) and 16.51 (0.89) respectively. Mean attitude scores at baseline were 3.19 (0.48) and 3.21 (0.33) followed by 3.55 (0.45) and 3.21 (0.46) at the end of the semester in virtual and conventional groups respectively. Although the scores of conventional group at the end of the course were higher than virtual group, both methods acted similarly in terms of increasing the knowledge. Passing a virtual education course may improve the attitude of the nurses towards it.
Suma, Evan A; Lipps, Zachary; Finkelstein, Samantha; Krum, David M; Bolas, Mark
2012-04-01
Walking is only possible within immersive virtual environments that fit inside the boundaries of the user's physical workspace. To reduce the severity of the restrictions imposed by limited physical area, we introduce "impossible spaces," a new design mechanic for virtual environments that wish to maximize the size of the virtual environment that can be explored with natural locomotion. Such environments make use of self-overlapping architectural layouts, effectively compressing comparatively large interior environments into smaller physical areas. We conducted two formal user studies to explore the perception and experience of impossible spaces. In the first experiment, we showed that reasonably small virtual rooms may overlap by as much as 56% before users begin to detect that they are in an impossible space, and that the larger virtual rooms that expanded to maximally fill our available 9.14 m x 9.14 m workspace may overlap by up to 31%. Our results also demonstrate that users perceive distances to objects in adjacent overlapping rooms as if the overall space was uncompressed, even at overlap levels that were overtly noticeable. In our second experiment, we combined several well-known redirection techniques to string together a chain of impossible spaces in an expansive outdoor scene. We then conducted an exploratory analysis of users' verbal feedback during exploration, which indicated that impossible spaces provide an even more powerful illusion when users are naive to the manipulation.
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.
Implementing digital technology to enhance student learning of pathology.
Farah, C S; Maybury, T
2009-08-01
The introduction of digital technologies into the dental curriculum is an ongoing feature of broader changes going on in tertiary education. This report examines the introduction of digital virtual microscopy technology into the curriculum of the School of Dentistry at the University of Queensland (UQ) in Brisbane, Australia. Sixty students studying a course in pathology in 2005 were introduced to virtual microscopy technology alongside the more traditional light microscope and then asked to evaluate their own learning outcomes from this technology via a structured 5-point LIKART survey. A wide variety of questions dealing the pedagogic implications of the introduction of virtual microscopy into pathology were asked of students with the overall result being that it positively enhanced their learning of pathology via digital microscopic means. The success of virtual microscopy in dentistry at UQ is then discussed in the larger context of changes going on in tertiary education. In particular, the change from the print-literate tradition to the electronic one, that is from 'literacy to electracy'. Virtual microscopy is designated as a component of this transformation to electracy. Whilst traditional microscopic skills may still be valued in dental curricula, the move to virtual microscopy and computer-assisted, student-centred learning of pathology appears to enhance the learning experience in relation to its effectiveness in helping students engage and interact with the course material.
ERIC Educational Resources Information Center
Bailly, Sophie; Ciekanski, Maud; Guély-Costa, Eglantine
2013-01-01
This article describes the rationale for pedagogical, technological and organizational choices in the design of a web-based and open virtual learning environment (VLE) promoting and sustaining self-directed language learning. Based on the last forty years of research on learner autonomy at the CRAPEL according to Holec's definition (1988), we…
ERIC Educational Resources Information Center
Ackland, Aileen; Swinney, Ann
2015-01-01
In this paper, we draw on Actor-Network Theories (ANT) to explore how material components functioned to create gateways and barriers to a virtual learning network in the context of a professional development module in higher education. Students were practitioners engaged in family learning in different professional roles and contexts. The data…
ERIC Educational Resources Information Center
da Silva Marques Ribeiro, Andrea; Rodrigues Oliveira, Esequiel; Fortes Mello, Rodrigo
2017-01-01
Blended learning, the combination of face-to-face teaching with a virtual learning environment (VLE), is the theme of this study that aims at describing and analyzing the implementation of a VLE in the Institute of Application Fernando Rodrigues da Silveira, an academic unit of the State University of Rio de Janeiro. This study's main contribution…
Investigating the Development of Work-Oriented Groups in an e-Learning Environment
ERIC Educational Resources Information Center
Yu, Chia-Ping; Kuo, Feng-Yang
2012-01-01
In this study, we have investigated developmental patterns of virtual groups in the e-learning environment. Our findings suggest that for virtual groups formed for the purpose of e-learning, dependency and inclusion characterize the initial stage of group development, as such characteristics reinforce cooperative relationships and help to build a…
Effective Student Learning of Fractions with an Interactive Simulation
ERIC Educational Resources Information Center
Hensberry, Karina K. R.; Moore, Emily B.; Perkins, Katherine K.
2015-01-01
Computer technology, when coupled with reform-based teaching practices, has been shown to be an effective way to support student learning of mathematics. The quality of the technology itself, as well as how it is used, impacts how much students learn. Interactive simulations are dynamic virtual environments similar to virtual manipulatives that…
Enhancing an Instructional Design Model for Virtual Reality-Based Learning
ERIC Educational Resources Information Center
Chen, Chwen Jen; Teh, Chee Siong
2013-01-01
In order to effectively utilize the capabilities of virtual reality (VR) in supporting the desired learning outcomes, careful consideration in the design of instruction for VR learning is crucial. In line with this concern, previous work proposed an instructional design model that prescribes instructional methods to guide the design of VR-based…
Cooperative Learning in Virtual Environments: The Jigsaw Method in Statistical Courses
ERIC Educational Resources Information Center
Vargas-Vargas, Manuel; Mondejar-Jimenez, Jose; Santamaria, Maria-Letica Meseguer; Alfaro-Navarro, Jose-Luis; Fernandez-Aviles, Gema
2011-01-01
This document sets out a novel teaching methodology as used in subjects with statistical content, traditionally regarded by students as "difficult". In a virtual learning environment, instructional techniques little used in mathematical courses were employed, such as the Jigsaw cooperative learning method, which had to be adapted to the…
Wiki Technology: A Virtual, Cooperative Learning Tool Used to Enhance Student Learning
ERIC Educational Resources Information Center
Barrera, Alessandra L.
2015-01-01
This study demonstrates the use of wiki technology (an editable webpage environment) to provide a virtual, asynchronous collaborative-learning environment for students for the purpose of working on course-content-focused study-guide questions. To analyze the effectiveness of this course tool, students' responses to various qualitative and…
ERIC Educational Resources Information Center
Kiegaldie, Debra; White, Geoff
2006-01-01
The Virtual Patient, an interactive multimedia learning resource using a critical care clinical scenario for postgraduate nursing students, was developed to enhance flexible access to learning experiences and improve learning outcomes in the management of critically ill patients. Using real-time physiological animations, authentic content design…