WorldWideScience

Sample records for learning resources virtual

  1. DELIVERing Library Resources to the Virtual Learning Environment

    Science.gov (United States)

    Secker, Jane

    2005-01-01

    Purpose: Examines a project to integrate digital libraries and virtual learning environments (VLE) focusing on requirements for online reading list systems. Design/methodology/approach: Conducted a user needs analysis using interviews and focus groups and evaluated three reading or resource list management systems. Findings: Provides a technical…

  2. CLOUD EDUCATIONAL RESOURCES FOR PHYSICS LEARNING RESEARCHES SUPPORT

    Directory of Open Access Journals (Sweden)

    Oleksandr V. Merzlykin

    2015-10-01

    Full Text Available The definition of cloud educational resource is given in paper. Its program and information components are characterized. The virtualization as the technological ground of transforming from traditional electronic educational resources to cloud ones is reviewed. Such levels of virtualization are described: data storage device virtualization (Data as Service, hardware virtualization (Hardware as Service, computer virtualization (Infrastructure as Service, software system virtualization (Platform as Service, «desktop» virtualization (Desktop as Service, software user interface virtualization (Software as Service. Possibilities of designing the cloud educational resources system for physics learning researches support taking into account standards of learning objects metadata (accessing via OAI-PMH protocol and standards of learning tools interoperability (LTI are shown. The example of integration cloud educational resources into Moodle learning management system with use of OAI-PMH and LTI is given.

  3. The Virtual Maternity Clinic: a teaching and learning innovation for midwifery education.

    Science.gov (United States)

    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

  4. A Survey of Technologies Supporting Virtual Project Based Learning

    DEFF Research Database (Denmark)

    Dirckinck-Holmfeld, Lone

    2002-01-01

    This paper describes a survey of technologies and to what extent they support virtual project based learning. The paper argues that a survey of learning technologies should be related to concrete learning tasks and processes. Problem oriented project pedagogy (POPP) is discussed, and a framework...... for evaluation is proposed where negotiation of meaning, coordination and resource management are identified as the key concepts in virtual project based learning. Three e-learning systems are selected for the survey, Virtual-U, Lotus Learningspace and Lotus Quickplace, as each system offers different strategies...... for e-learning. The paper concludes that virtual project based learning may benefit from facilities of all these systems....

  5. Multilingual Writing and Pedagogical Cooperation in Virtual Learning Environments

    DEFF Research Database (Denmark)

    Mousten, Birthe; Vandepitte, Sonia; Arnó Macà, Elisabet

    Multilingual Writing and Pedagogical Cooperation in Virtual Learning Environments is a critical scholarly resource that examines experiences with virtual networks and their advantages for universities and students in the domains of writing, translation, and usability testing. Featuring coverage o...

  6. Intersecting Virtual Patients and Microbiology: Fostering a culture of learning.

    Science.gov (United States)

    McCarthy, David; O'Gorman, Ciaran; Gormley, Gerard

    2015-10-01

    The use and integration of Technology Enhanced Learning (TEL) resources in medical education has attracted considerable commentary and support. "Virtual Patients" are one such resource. Whilst evidence exists supporting the benefits of these resources, there has not been specific consideration of their implications for teaching microbiology; nor attention paid to both the internal and external factors that influence learner engagement with virtual patients. The principle aims of this study are to identify factors that explicitly and implicitly influence the student's interaction with a microbiology virtual patient resource and how these interactions reflect upon the use of the resource. A mixed method quantitative (online questionnaire; n=161) and qualitative (student focus groups; N=11) study was undertaken amongst third year medical students enrolled at Queen's University Belfast in the academic year 2012-2013. The results supported prior evidence that virtual patients are a useful learning tool (mean score of 5.09 out of 7) that helped them to integrate microbiology principles with clinical experiences. How students used the virtual patients and the depth of the subsequent benefits was dependent upon their perception of the importance of the resource. This was influenced by a number of factors including how the resources were presented and positioned within the curriculum, whether they were formally examined or timetabled and the importance attributed by peers who had already completed the examinations. Integration of virtual patients into the microbiology curriculum is widely endorsed and may even be considered superior to other methods of teaching. How students use these resources is dependent upon a positive perception of their importance. Educators should be aware of the factors that shape this perception when integrating TEL resources into curricula.

  7. E-Learning Application of Tarsier with Virtual Reality using Android Platform

    Science.gov (United States)

    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.

  8. Virtual Reference Services.

    Science.gov (United States)

    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…

  9. Enhancing Learning within the 3-D Virtual Learning Environment

    OpenAIRE

    Shirin Shafieiyoun; Akbar Moazen Safaei

    2013-01-01

    Today’s using of virtual learning environments becomes more remarkable in education. The potential of virtual learning environments has frequently been related to the expansion of sense of social presence which is obtained from students and educators. This study investigated the effectiveness of social presence within virtual learning environments and analysed the impact of social presence on increasing learning satisfaction within virtual learning environments. Second Life, as an example of ...

  10. Blended learning in dentistry: 3-D resources for inquiry-based learning

    Directory of Open Access Journals (Sweden)

    Susan Bridges

    2012-06-01

    Full Text Available Motivation is an important factor for inquiry-based learning, so creative design of learning resources and materials is critical to enhance students’ motivation and hence their cognition. Modern dentistry is moving towards “electronic patient records” for both clinical treatment and teaching. Study models have long been an essential part of dental records. Traditional plaster casts are, however, among the last type of clinical record in the dental field to be converted into digital media as virtual models. Advantages of virtual models include: simpler storage; reduced risk of damage, disappearance, or misplacement; simpler and effective measuring; and easy transferal to colleagues. In order to support student engagement with the rapidly changing world of digital dentistry, and in order to stimulate the students’ motivation and depth of inquiry, this project aims to introduce virtual models into a Bachelor and Dental Surgery (BDS curriculum. Under a “blended” e-learning philosophy, students are first introduced to the new software then 3-D models are incorporated into inquiry-based problems as stimulus materials. Face-to-face tutorials blend virtual model access via interactive whiteboards (IWBs. Students’ perceptions of virtual models including motivation and cognition as well as the virtual models’ functionality were rated after a workshop introducing virtual models and plaster models in parallel. Initial student feedback indicates that the 3-D models have been generally well accepted, which confirmed the functionality of the programme and the positive perception of virtual models for enhancing students’ learning motivation. Further investigation will be carried out to assess the impact of virtual models on students’ learning outcomes.

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

    Science.gov (United States)

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

    2014-11-01

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

  12. Virtual Labs in proteomics: new E-learning tools.

    Science.gov (United States)

    Ray, Sandipan; Koshy, Nicole Rachel; Reddy, Panga Jaipal; Srivastava, Sanjeeva

    2012-05-17

    Web-based educational resources have gained enormous popularity recently and are increasingly becoming a part of modern educational systems. Virtual Labs are E-learning platforms where learners can gain the experience of practical experimentation without any direct physical involvement on real bench work. They use computerized simulations, models, videos, animations and other instructional technologies to create interactive content. Proteomics being one of the most rapidly growing fields of the biological sciences is now an important part of college and university curriculums. Consequently, many E-learning programs have started incorporating the theoretical and practical aspects of different proteomic techniques as an element of their course work in the form of Video Lectures and Virtual Labs. To this end, recently we have developed a Virtual Proteomics Lab at the Indian Institute of Technology Bombay, which demonstrates different proteomics techniques, including basic and advanced gel and MS-based protein separation and identification techniques, bioinformatics tools and molecular docking methods, and their applications in different biological samples. This Tutorial will discuss the prominent Virtual Labs featuring proteomics content, including the Virtual Proteomics Lab of IIT-Bombay, and E-resources available for proteomics study that are striving to make proteomic techniques and concepts available and accessible to the student and research community. This Tutorial is part of the International Proteomics Tutorial Programme (IPTP 14). Details can be found at: http://www.proteomicstutorials.org/. Copyright © 2012 Elsevier B.V. All rights reserved.

  13. Virtual Chemical Engineering: Guidelines for E-Learning in Engineering Education

    Directory of Open Access Journals (Sweden)

    Damian Schofield

    2010-11-01

    Full Text Available Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic three-dimensional, virtual environments. This technology has been used to generate a range of interactive learning environments across a broad spectrum of industries.The paper will discuss the implementation of these systems and extrapolate the lessons learnt into general guidelines to be considered for the development of a range of educational learning resources. These guidelines will then be discussed in the context of the development of ViRILE (Virtual Reality Interactive Learning Environment, software which simulates the configuration and operation of a polymerisation plant. This software package has been developed for use by undergraduate chemical engineers at the University of Nottingham.

  14. Student perceptions of a virtual learning environment for a problem-based learning undergraduate medical curriculum.

    Science.gov (United States)

    de Leng, Bas A; Dolmans, Diana H J M; Muijtjens, Arno M M; van der Vleuten, Cees P M

    2006-06-01

    To investigate the effects of a virtual learning environment (VLE) on group interaction and consultation of information resources during the preliminary phase, self-study phase and reporting phase of the problem-based learning process in an undergraduate medical curriculum. A questionnaire was administered to 355 medical students in Years 1 and 2 to ask them about the perceived usefulness of a virtual learning environment that was created with Blackboard for group interaction and the use of learning resources. The students indicated that the VLE supported face-to-face interaction in the preliminary discussion and in the reporting phase but did not stimulate computer-mediated distance interaction during the self-study phase. They perceived that the use of multimedia in case presentations led to a better quality of group discussion than if case presentations were exclusively text-based. They also indicated that the information resources that were hyperlinked in the VLE stimulated the consultation of these resources during self-study, but not during the reporting phase. Students indicated that the use of a VLE in the tutorial room and the inclusion of multimedia in case presentations supported processes of active learning in the tutorial groups. However, if we want to exploit the full potential of asynchronous computer-mediated communication to initiate in-depth discussion during the self-study phase, its application will have to be selective and deliberate. Students indicated that the links in the VLE to selected information in library repositories supported their learning.

  15. Information Resources Management Framework for Virtual Enterprise

    OpenAIRE

    Mao, Lingxiang

    2015-01-01

    Virtual enterprise is a new form of organization in recent years which adapt to the IT environment. Information resources management implemented in the virtual enterprise is determined by the form of business organization and information exchange mechanisms. According to the present characteristics of virtual enterprise management, it puts forward the strategies and measures of information resources management framework for virtual enterprise.

  16. Offering a Framework for Value Co-Creation in Virtual Academic Learning Environments

    Science.gov (United States)

    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).…

  17. The fluidities of digital learning environments and resources

    DEFF Research Database (Denmark)

    Hansbøl, Mikala

    2012-01-01

    The research project “Educational cultures and serious games on a global market place” (2009-2011) dealt with the challenge of the digital learning environment and hence it’s educational development space always existing outside the present space and hence scope of activities. With a reference...... and establishments of the virtual universe called Mingoville.com, the research shows a need to include in researchers’ conceptualizations of digital learning environments and resources, their shifting materialities and platformations and hence emerging (often unpredictable) agencies and educational development...... spaces. Keywords: Fluidity, digital learning environment, digital learning resource, educational development space...

  18. A Virtual Commissioning Learning Platform

    DEFF Research Database (Denmark)

    Mortensen, Steffen; Madsen, Ole

    2018-01-01

    The introduction of reconfigurable manufacturing systems (RMS), Industry 4.0 and the associated technologies requires the establishment of new competencies. Towards that goal, Aalborg University (AAU) has developed an Industry 4.0 learning factory, the AAU Smart Production Lab. The AAU Smart...... Production Lab integrates a number of Industry 4.0 technologies for learning and research purposes. One of the many techniques is virtual commissioning. Virtual commissioning uses a virtual plant model and real controllers (PLCs) enabling a full emulation of the manufacturing system for verification. Virtual...... commissioning can lower the commissioning time up to 63%, allowing faster time to market. However, virtual commission is still missing industrial impact one of the reasons being lack of competencies and integration experiences. The paper presents the setup of the virtual commissioning learning platform...

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

    Science.gov (United States)

    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.

  20. Learning Rationales and Virtual Reality Technology in Education.

    Science.gov (United States)

    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,…

  1. Developing a Virtual Book - Material for Virtual Learning Environments

    Directory of Open Access Journals (Sweden)

    Anne Karin Larsen

    2007-12-01

    Full Text Available This article describes the process of, and considerations taken when Virtual Learning Materials were developed for an international study in Comparative Social Work arranged by the VIRCLASS project. The steps taken and the elements included in the Virtual Book – A Guide to Social Work in Europe are presented in details to inform others who are planning to make virtual learning materials. Students from 11 countries in Europe participated, and their reception of this material and learning outcomes from using it are analysed and presented. Furthermore; the article discuss how the learning material contributes to students’ learning, how a common understanding of practice enhances knowledge-building and in what way audio-visual learning material can contribute to good learning in e-learning courses. The results are discussed in relation to theories about composite texts and community of inquiry, and outlines some challenges for e-teachers’ competences.

  2. A Video Game for Learning Brain Evolution: A Resource or a Strategy?

    Science.gov (United States)

    Barbosa Gomez, Luisa Fernanda; Bohorquez Sotelo, Maria Cristina; Roja Higuera, Naydu Shirley; Rodriguez Mendoza, Brigitte Julieth

    2016-01-01

    Learning resources are part of the educational process of students. However, how video games act as learning resources in a population that has not selected the virtual formation as their main methodology? The aim of this study was to identify the influence of a video game in the learning process of brain evolution. For this purpose, the opinions…

  3. Students’ Motivation for Learning in Virtual Learning Environments

    OpenAIRE

    Beluce, Andrea Carvalho; Oliveira, Katya Luciane de

    2015-01-01

    The specific characteristics of online education require of the student engagement and autonomy, factors which are related to motivation for learning. This study investigated students’ motivation in virtual learning environments (VLEs). For this, it used the Teaching and Learning Strategy and Motivation to Learn Scale in Virtual Learning Environments (TLSM-VLE). The scale presented 32 items and six dimensions, three of which aimed to measure the variables of autonomous motivation, controlled ...

  4. CEDS Addresses: Virtual and Blended Learning

    Science.gov (United States)

    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…

  5. GOOD PRACTICES FOR VIRTUAL CLASSROOM IN UNIVERSITARY BLENDED LEARNING BUENAS PRÁCTICAS DE AULAS VIRTUALES EN LA DOCENCIA UNIVERSITARIA SEMIPRESENCIAL

    Directory of Open Access Journals (Sweden)

    Manuel Area Moreira

    2010-02-01

    Full Text Available We present the design and results of a study conducted at the University of La Laguna (ULL to identify best practices in virtual classrooms in Higher Education developed in the form of blended learning. The study was conducted in the first quarter of 2008 and analyzed a large sample of virtual classrooms (N = 107 in the Virtual Campus of the University during the period 2005-07. This article presents six examples of virtual classrooms by scientific fields characterized by the incorporation of information resources, communication and experiential learning. En este artículo presentamos el diseño y resultados de un estudio realizado en la Universidad de La Laguna (ULL destinado a identificar buenas prácticas de aulas virtuales en la docencia universitaria desarrolladas bajo la modalidad de blended learning o enseñanza semipresencial. El estudio se desarrolló en el primer trimestre del año 2008 y analizó una importante muestra de las aulas virtuales (N= 107 existentes en el Campus Virtual de dicha universidad en el periodo 2005-07. Se seleccionaron seis ejemplos de aulas virtuales, clasificados por campos científicos, caracterizadas por la incorporación de recursos de información, de comunicación y de aprendizaje experiencial.

  6. VirtualSpace: A vision of a machine-learned virtual space environment

    Science.gov (United States)

    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.

  7. Factors Influencing Virtual Patron Satisfaction with Online Library Resources and Services

    Directory of Open Access Journals (Sweden)

    Katherine Tyler

    2011-07-01

    Full Text Available College students are accessing virtual libraries whether they are on campus or learning from a distance. Academic institutions serving virtual patrons must remain focused on meeting the needs of those library users by continually examining their preferences, their searching behavior, and the information they seek. The purpose of this research was to determine if virtual patrons are satisfied with the resources and services being provided by a university’s online library. Following a web-based survey, demographic characteristics of students were analyzed to determine if any influenced students’ satisfaction. Using analysis of variance, correlation, and descriptive statistics, several demographic factors were found to influence student satisfaction with the library’s online resources: age, gender, achieved educational level, student status, and computer experience. One factor, computer experience, was found to influence student satisfaction with the library’s online services. Overall, students reported satisfaction with the university’s online library resources and services. Comments submitted to open-ended questions regarding areas for improvement to the online library provide library administrators with avenues for development to increase awareness of library services, focus improvement in navigation, and enhance student satisfaction.

  8. MICROSOFT CLOUD SERVICES IN DISTANCE LEARNING SYSTEM “KHERSON VIRTUAL UNIVERSITY”

    Directory of Open Access Journals (Sweden)

    H. Kravtsov

    2014-07-01

    Full Text Available E-learning with using spreadsheets requires the implementation of Excel-documents into the distance learning system. Simple and convenient solution of the problem of Excel-documents implementation is the use of cloud services. Using cloud services, you can access to information resources of any level and any type with division of the rights of various groups of users to resources, using only an Internet connection and a Web browser. Subject of research is the Microsoft cloud services. The purpose of research is development and implementation of software module «ExcelReader» to use Excel spreadsheets on the Web pages of distance learning systems. In this paper we solve the following tasks: 1 analyze the known software solutions to display Excel-documents in the WEB-based applications; 2 select an efficient software technology of processing Excel-documents; 3 design the access system and use of Web services of processing Excel-documents in distance learning system; 4 develop software module «ExcelReader» for correct display and edit Excel-documents on Web pages in distance learning; 5 implement software module «ExcelReader» in the distance learning system “Kherson Virtual University”. Processes of creating, editing and implementation of MS Office documents into electronic resources of distance learning systems were modeled. In particular, the software module «ExcelReader» for usage Excel spreadsheets on Web pages of distance learning system “Kherson Virtual University” using "cloud" service Excel Web App from Microsoft was developed and implemented in the educational process.

  9. Learning foreign languages in teletandem: Resources and strategies

    Directory of Open Access Journals (Sweden)

    João A. TELLES

    2015-12-01

    Full Text Available ABSTRACT Teletandem is a virtual, collaborative, and autonomous context in which two speakers of different languages use the text, voice, and webcam image resources of VOIP technology (Skype to help each other learn their native language (or language of proficiency. This paper focuses on learners' studying processes and their responses to teletandem. We collected quantitative and qualitative data from 134 university students through an online questionnaire. Results show the content of students' learning processes, resources, activities, and strategies. We conclude with a critical discussion of the results and raise pedagogical implications for the use o-f teletandem as a mode of online intercultural contact to learn foreign languages.

  10. Bringing problem based learning to life using virtual reality.

    Science.gov (United States)

    Nelson, Linda; Sadler, Lynne; Surtees, Geoffrey

    2005-03-01

    Recent UK government policy advocates the need for a more flexible approach to nurse education and ;Fitness for Practice' stresses the importance of information technology and computer mediated learning facilities in the future of nursing education [Department of Health, Making a Difference, Strengthening the Nursing, Midwifery and Health Visiting Contribution to Health Care, Department of Health, 1999; The United Kingdom Central Council For Nursing, Fitness for Practice, The UKCC Commission for Nursing and Midwifery Education, 1999]. In response to this recommendation, a virtual reality package has been designed as a learning resource within adult pre-registration nursing education. This learning and teaching strategy is used in conjunction with problem based learning, enabling students to visualise individual/family life in a community setting. Students are encouraged to consider wider issues such as social and environmental factors and their impact upon health. The virtual reality package acts as one of a number of triggers. This paper will discuss the early development and offer an example of its use as a learning and teaching strategy within year two of a three year programme.

  11. Human Resource Management in Virtual Organizations. Research in Human Resource Management Series.

    Science.gov (United States)

    Heneman, Robert L., Ed.; Greenberger, David B., Ed.

    This document contains 14 papers on human resources (HR) and human resource management (HRM) in virtual organizations. The following papers are included: "Series Preface" (Rodger Griffeth); "Volume Preface" (Robert L. Heneman, David B. Greenberger); "The Virtual Organization: Definition, Description, and…

  12. Learning Ethics through Virtual Fieldtrips: Teaching Ethical Theories through Virtual Experiences

    Science.gov (United States)

    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…

  13. VIRTUAL LABORATORY IN DISTANCE LEARNING SYSTEM

    Directory of Open Access Journals (Sweden)

    Е. Kozlovsky

    2011-11-01

    Full Text Available Questions of designing and a choice of technologies of creation of virtual laboratory for the distance learning system are considered. Distance learning system «Kherson Virtual University» is used as illustration.

  14. Predicting Students' Attitudes towards Advertising on a University Virtual Learning Environment (VLE)

    Science.gov (United States)

    Ogba, Ike-Elechi; Saul, Neil; Coates, Nigel F.

    2012-01-01

    Most if not all UK universities and many in other parts of the world support their student learning via a virtual learning environment (VLE). Online resources are going to be increasingly important to students as the internet is very much part of their lives. However, the VLE will require ongoing investment to keep pace with technological…

  15. The Virtual Learning Commons: Supporting Science Education with Emerging Technologies

    Science.gov (United States)

    Pennington, D. D.; Gandara, A.; Gris, I.

    2012-12-01

    The Virtual Learning Commons (VLC), funded by the National Science Foundation Office of Cyberinfrastructure CI-Team Program, is a combination of Semantic Web, mash up, and social networking tools that supports knowledge sharing and innovation across scientific disciplines in research and education communities and networks. The explosion of scientific resources (data, models, algorithms, tools, and cyberinfrastructure) challenges the ability of educators to be aware of resources that might be relevant to their classes. Even when aware, it can be difficult to understand enough about those resources to develop classroom materials. Often emerging data and technologies have little documentation, especially about their application. The VLC tackles this challenge by providing mechanisms for individuals and groups of educators to organize Web resources into virtual collections, and engage each other around those collections in order to a) learn about potentially relevant resources that are available; b) design classes that leverage those resources; and c) develop course syllabi. The VLC integrates Semantic Web functionality for structuring distributed information, mash up functionality for retrieving and displaying information, and social media for discussing/rating information. We are working to provide three views of information that support educators in different ways: 1. Innovation Marketplace: supports users as they find others teaching similar courses, where they are located, and who they collaborate with; 2. Conceptual Mapper: supports educators as they organize their thinking about the content of their class and related classes taught by others; 3. Curriculum Designer: supports educators as they generate a syllabus and find Web resources that are relevant. This presentation will discuss the innovation and learning theories that have informed design of the VLC, hypotheses about the use of emerging technologies to support innovation in classrooms, and will include a

  16. Dynamics of study strategies and teacher regulation in virtual patient learning activities: a cross sectional survey.

    Science.gov (United States)

    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 strategies can increase the value of flexible web-based learning resources to students.

  17. Moving towards Virtual Learning Clouds from Traditional Learning: Higher Educational Systems in India

    Directory of Open Access Journals (Sweden)

    Vasanthi Muniasamy

    2014-10-01

    Full Text Available E-Learning has become an increasingly popular learning approach in higher Education institutions due to the rapid growth of Communication and Information Technology (CIT. In recent years, it has been integrated in many university programs and it is one of the new learning trends. But in many Indian Universities did not implement this novel technology in their Educational Systems. E-Learning is not intended to replace the traditional classroom setting, but to provide new opportunities and new virtual environment for interaction and communication between the students and teacher. E-Learning through Cloud is now becoming an interesting and very useful revolutionary technology in the field of education. E-Learning system usually requires huge amount of hardware and software resources. Due to the cost, many universities in India do not want to implement the E-Learning technology in their Educational system and they cannot afford such investments. Cloud Virtual Learning is the only solution for this problem. This paper presents the benefits of using cloud technology in E-Learning system, working mode, Services, Models. And also we discuss the cloud computing educational environment and how higher education may take advantage of clouds not only in terms of cost but also in terms of Security, flexibility, portability, efficiency and reliability. And also we present some educational clouds introduced by popular cloud providers.

  18. Using Language Corpora to Develop a Virtual Resource Center for Business English

    Science.gov (United States)

    Ngo, Thi Phuong Le

    2015-01-01

    A Virtual Resource Center (VRC) has been brought into use since 2008 as an integral part of a task-based language teaching and learning program for Business English courses at Nantes University, France. The objective of the center is to enable students to work autonomously and individually on their language problems so as to improve their language…

  19. Virtual Learning Environments: A View from the Theory of Conceptual Fields

    Directory of Open Access Journals (Sweden)

    Iralí Araque

    2018-01-01

    Full Text Available The inclusion of communication and information technologies for formative purposes has given way to virtual learning environments, which, backed by constructivist theories, provide a theoretical and methodological framework, thus contributing to the cognitive development of students at university level, evidenced in the development of their learning schemes. The theory of conceptual fields offers an analysis of the elements of schemas and the process of knowledge construction. In this sense, the present work had as objective to raise some elements, such as teaching methodology, didactic strategies, materials and resources for learning, teacher and student roles, which should be considered in the design of virtual learning environments, in the light of the theory of conceptual fields, so as to enhance the construction of knowledge and where the emphasis of the educational process lies on learning rather than teaching. The methodology used is a documentary study, type descriptive, based on the review and bibliographical analysis of constructivist theories, as well as researchers related to the design and construction of virtual learning environments. The results show that conceptual fields theory is an excellent option to consider, as a constructivist theory, in order to consolidate the process of knowledge construction, from the individual to the collective.

  20. The essential skills required by librarians to support medical virtual learning programs.

    Science.gov (United States)

    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

  1. VECTR: Virtual Environment Computational Training Resource

    Science.gov (United States)

    Little, William L.

    2018-01-01

    The Westridge Middle School Curriculum and Community Night is an annual event designed to introduce students and parents to potential employers in the Central Florida area. NASA participated in the event in 2017, and has been asked to come back for the 2018 event on January 25. We will be demonstrating our Microsoft Hololens Virtual Rovers project, and the Virtual Environment Computational Training Resource (VECTR) virtual reality tool.

  2. Designing Virtual Learning Environments

    DEFF Research Database (Denmark)

    Veirum, Niels Einar

    2003-01-01

    The main objective of this working paper is to present a conceptual model for media integrated communication in virtual learning environments. The model for media integrated communication is very simple and identifies the necessary building blocks for virtual place making in a synthesis of methods...

  3. Three Dimensional Virtual Environments as a Tool for Development of Personal Learning Networks

    Directory of Open Access Journals (Sweden)

    Aggeliki Nikolaou

    2013-01-01

    Full Text Available Technological advances have altered how, where, when, and what information is created, presented and diffused in working and social environments as well as how learners interact with that information. Virtual worlds constitute an emerging realm for collaborative play, learning and work. This paper describes how virtual worlds provide a mechanism to facilitate the creation and development of Personal Learning Networks. This qualitative investigation focuses on the role of three-dimensional virtual environments (3DVEs in the creation and development of Personal Learning Networks (PLNs. More specifically, this work investigates the reasons that drive members of Education Orientated Groups (hereafter “Groups” in Second Life (SL, to adopt a technological innovation as a milieu of learning, the ways they use it and the types of learning that are occurring in it. The authors also discuss the collaborative and social characteristics of these environments which, provide access to excellence of a specific area of interest and promote innovative ideas on a global scale, through sharing educational resources and developing good educational practices without spatial and temporal constraints.

  4. Learning design thinking online : studying students' learning experience in shared virtual reality

    OpenAIRE

    Lau, Kung Wong

    2010-01-01

    Learning Design Thinking Online: Studying Students' Learning Experience in Shared Virtual Reality My study attempts to deepen understanding about the learning experiences of design students in undertaking design-thinking exercises in a shared virtual reality. This study has identified the areas of an appropriate pedagogy for E-Learning and the use of a shared virtual environment for students in tertiary design education. Specific questions arising ji"Om this research are: (1...

  5. Information literacy experiencies inside virtual learning environments

    Directory of Open Access Journals (Sweden)

    Patricia Hernández Salazar

    2016-03-01

    Full Text Available Objective. Suggest the use of virtual learning environments as an Information Literacy (IL alternative. Method. Analysis of the main elements of web sites. To achieve this purpose the article includes the relationship between IL and the learning virtual environment (by defining both phrases; phases to create virtual IL programs; processes to elaborate didactic media; the applications that may support this plan; and the description of eleven examples of learning virtual environments IL experiences from four countries (Mexico, United States of America, Spain and United Kingdom these examples fulfill the conditions expressed. Results. We obtained four comparative tables examining five elements of each experience: objectives; target community; institution; country; and platform used. Conclusions. Any IL proposal should have a clear definition; IL experiences have to follow a didactic systematic process; described experiences are based on IL definition; the experiences analyzed are similar; virtual learning environments can be used as alternatives of IL.

  6. Digital heritage gamification: An augmented-virtual walkthrough to learn and explore historical places

    Science.gov (United States)

    Tan, Kian Lam; Lim, Chen Kim

    2017-10-01

    In the last decade, cultural heritage including historical sites are reconstructed into digital heritage. Based on UNESCO, digital heritage defines as "cultural, educational, scientific and administrative resources, as well as technical, legal, medical and other kinds of information created digitally, or converted into digital form from existing analogue resources". In addition, the digital heritage is doubling in size every two years and expected will grow tenfold between 2013 and 2020. In order to attract and stir the interest of younger generations about digital heritage, gamification has been widely promoted. In this research, a virtual walkthrough combine with gamifications are proposed for learning and exploring historical places in Malaysia by using mobile device. In conjunction with Visit Perak 2017 Campaign, this virtual walkthrough is proposed for Kellie's Castle at Perak. The objectives of this research is two folds 1) modelling and design of innovative mobile game for virtual walkthrough application, and 2) to attract tourist to explore and learn historical places by using sophisticated graphics from Augmented Reality. The efficiency and effectiveness of the mobile virtual walkthrough will be accessed by the International and local tourists. In conclusion, this research is speculated to be pervasively improve the cultural and historical knowledge of the learners.

  7. Reality in Virtual Learning

    DEFF Research Database (Denmark)

    Lindberg, Frank; Pettersson, Michael

    professors most often decide what and when one could learn by providing the context and substance. In this perspective, the student has a role which is close to the one of a passive receiver, and s/he is mainly preoccupied with the problem of generating substance in memory most efficiently. Today, technology......-time educational logic. There are fewer attempts to use ICT according to a different pedagogical perspective than the old professor authoritarian model. The purpose of this paper is to illuminate some challenges virtual students experience when facing a new ICT-based learning situation. We will try to explore...... and develop understandings of what it might mean to be a student when learning occurs within a virtual problem based learning landscape. When students are used to the traditional classroom, challenges appear in the twilight zone between two pedagogical practices. How do the students cope with challenges...

  8. Dynamic Extension of a Virtualized Cluster by using Cloud Resources

    International Nuclear Information System (INIS)

    Oberst, Oliver; Hauth, Thomas; Kernert, David; Riedel, Stephan; Quast, Günter

    2012-01-01

    The specific requirements concerning the software environment within the HEP community constrain the choice of resource providers for the outsourcing of computing infrastructure. The use of virtualization in HPC clusters and in the context of cloud resources is therefore a subject of recent developments in scientific computing. The dynamic virtualization of worker nodes in common batch systems provided by ViBatch serves each user with a dynamically virtualized subset of worker nodes on a local cluster. Now it can be transparently extended by the use of common open source cloud interfaces like OpenNebula or Eucalyptus, launching a subset of the virtual worker nodes within the cloud. This paper demonstrates how a dynamically virtualized computing cluster is combined with cloud resources by attaching remotely started virtual worker nodes to the local batch system.

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

    Science.gov (United States)

    Wink, Diane M; Smith-Stoner, Marilyn

    2011-01-01

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

  10. The art and science of data curation: Lessons learned from constructing a virtual collection

    Science.gov (United States)

    Bugbee, Kaylin; Ramachandran, Rahul; Maskey, Manil; Gatlin, Patrick

    2018-03-01

    A digital, or virtual, collection is a value added service developed by libraries that curates information and resources around a topic, theme or organization. Adoption of the virtual collection concept as an Earth science data service improves the discoverability, accessibility and usability of data both within individual data centers but also across data centers and disciplines. In this paper, we introduce a methodology for systematically and rigorously curating Earth science data and information into a cohesive virtual collection. This methodology builds on the geocuration model of searching, selecting and synthesizing Earth science data, metadata and other information into a single and useful collection. We present our experiences curating a virtual collection for one of NASA's twelve Distributed Active Archive Centers (DAACs), the Global Hydrology Resource Center (GHRC), and describe lessons learned as a result of this curation effort. We also provide recommendations and best practices for data centers and data providers who wish to curate virtual collections for the Earth sciences.

  11. Etnografía virtual Virtual ethnography: exploring a methodological option for the research on virtual learning environments.

    Directory of Open Access Journals (Sweden)

    Álvarez Cadavid Gloria María

    2009-01-01

    Full Text Available Este artículo pretende esbozar algunas de las consideraciones metodológicas que hoy confluyen en el estudio de los ambientes virtuales, desde la opción etnográfica. De manera específica se quiere observar la forma en que, algunos investigadores han abordado el aspecto metodológico para estudiar los ambientes virtuales, líneas de evolución y posible contribución al conocimiento y mejoramiento de los procesos de e-learning. This article aims to outline some methodological considerations that merge together on the study of virtual learning environments, especially from the ethnographic perspective. Specifically, what we want to observe, is the way some researchers have approached the methodological aspect in order to study virtual learning environments, the evolution lines and the possible contribution they’ve made to knowledge and improvement of e-learning processes.

  12. El campus virtual como recurso útil: un estudio de estudiantes universitarios de carreras humanísticas [The virtual learning platform as a useful resource: a research among university students of humanistic degrees

    Directory of Open Access Journals (Sweden)

    Carmen Luján-García

    2012-06-01

    Full Text Available Resumen:Este artículo, realizado con estudiantes universitarios de dos carreras humanísticas en la Universidad de Las Palmas de Gran Canaria: Filología Inglesa y Geografía, investiga el grado de familiaridad y utilidad del campus virtual en el mundo académico. Los resultados demuestran que es una herramienta útil, aunque percibida más como un apoyo a la enseñanza presencial que con validez en sí misma. La variable género revela que los hombres valoran mejor esta herramienta, mientras que los informantes de geografía perciben más positivamente el campus virtual que los de filología inglesa. Abstract:This paper presents the results of a study carried out among undergraduate students of English Language and Literature and Geography at the University of Las Palmas de Gran Canaria to investigate their degree of familiarity with and the general usefulness of the virtual learning platform in Higher Education. The results show that whilst this is indeed a useful tool, it is used to best effect when seen as a supportive resource for regular education. The variation in responses from men and women reveals that men are more familiar with and value this tool more highly than women. It was also found that the Geography Undergraduates have a more positive view of virtual learning platforms than English Language and Literature Undergraduates.

  13. Efficient operating system level virtualization techniques for cloud resources

    Science.gov (United States)

    Ansu, R.; Samiksha; Anju, S.; Singh, K. John

    2017-11-01

    Cloud computing is an advancing technology which provides the servcies of Infrastructure, Platform and Software. Virtualization and Computer utility are the keys of Cloud computing. The numbers of cloud users are increasing day by day. So it is the need of the hour to make resources available on demand to satisfy user requirements. The technique in which resources namely storage, processing power, memory and network or I/O are abstracted is known as Virtualization. For executing the operating systems various virtualization techniques are available. They are: Full System Virtualization and Para Virtualization. In Full Virtualization, the whole architecture of hardware is duplicated virtually. No modifications are required in Guest OS as the OS deals with the VM hypervisor directly. In Para Virtualization, modifications of OS is required to run in parallel with other OS. For the Guest OS to access the hardware, the host OS must provide a Virtual Machine Interface. OS virtualization has many advantages such as migrating applications transparently, consolidation of server, online maintenance of OS and providing security. This paper briefs both the virtualization techniques and discusses the issues in OS level virtualization.

  14. A Review on Different Virtual Learning Methods in Pharmacy Education

    Directory of Open Access Journals (Sweden)

    Amin Noori

    2015-10-01

    Full Text Available Virtual learning is a type of electronic learning system based on the web. It models traditional in- person learning by providing virtual access to classes, tests, homework, feedbacks and etc. Students and teachers can interact through chat rooms or other virtual environments. Web 2.0 services are usually used for this method. Internet audio-visual tools, multimedia systems, a disco CD-ROMs, videotapes, animation, video conferencing, and interactive phones can all be used to deliver data to the students. E-learning can occur in or out of the classroom. It is time saving with lower costs compared to traditional methods. It can be self-paced, it is suitable for distance learning and it is flexible. It is a great learning style for continuing education and students can independently solve their problems but it has its disadvantages too. Thereby, blended learning (combination of conventional and virtual education is being used worldwide and has improved knowledge, skills and confidence of pharmacy students.The aim of this study is to review, discuss and introduce different methods of virtual learning for pharmacy students.Google scholar, Pubmed and Scupus databases were searched for topics related to virtual, electronic and blended learning and different styles like computer simulators, virtual practice environment technology, virtual mentor, virtual patient, 3D simulators, etc. are discussed in this article.Our review on different studies on these areas shows that the students are highly satisfied withvirtual and blended types of learning.

  15. Virtual classroom design for Blended Learning: Human Development and Quality of Life

    Directory of Open Access Journals (Sweden)

    Juan Carlos Morales Intriago

    2017-03-01

    Full Text Available The explosive development in all areas of knowledge has evolved the scenarios of generation and transfer of knowledge, in terms of media, channels and supports, parallel to this appear new resources that optimize the processes of vocational training, whether formal, non-formal and informal. The EVA or Virtual Learning Environments evolve the traditional way of teaching a Blended environment, which is, combining classroom education with online training processes. The present work designs a training process set in Blended Learning for the subject Human Development and Quality of Life, summarizing in 8 steps the construction of the virtual and face-to-face environment, where starting from the common to the specific, the system is described systemically. The methodology applied in the present work was of Bibliographic and documentary type. To achieve the proposed objective, a systemic design was designed that divided the research into two stages: the exploration stage and the design stage. In the exploration stage, a large bibliographical collection was revised and in the design stage the virtual classroom model of the subject was constructed. Product of the investigation is a guide that guides step by step in the construction of virtual environments set in the Blended Learning.

  16. Immersive Virtual Worlds for (E-) Learning

    DEFF Research Database (Denmark)

    Rehm, Matthias; Konnerup, Ulla

    2013-01-01

    Virtual worlds are becoming ever more popular and important for the information society allowing to meet “face-to-face” and at the same time be distributed across different places. This offers numerous possibilities of revolutionizing the way learning is realized over long distances and at a given...... location. But current uses of environments like Second Life make it very clear that there is a lack of interaction and learning concepts that are tailored to these kinds of collaborative environments resulting more or less in the replication of “always the same” this time in a virtual world. An example...... is a typical lecture that is now available as an in-world podcast. This chapter examines current state-of-the-art approaches of learning in and with virtual worlds in relation to the features of such environments and then proposes a research agenda tailored at making the learning experience truly interactive...

  17. Foreign language learning in immersive virtual environments

    Science.gov (United States)

    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.

  18. More technology, better learning resources, better learning? Lessons from adopting virtual microscopy in undergraduate medical education.

    Science.gov (United States)

    Helle, Laura; Nivala, Markus; Kronqvist, Pauliina

    2013-01-01

    The adoption of virtual microscopy at the University of Turku, Finland, created a unique real-world laboratory for exploring ways of reforming the learning environment. The purpose of this study was to evaluate the students' reactions and the impact of a set of measures designed to boost an experimental group's understanding of abnormal histology through an emphasis on knowledge of normal cells and tissues. The set of measures included (1) digital resources to review normal structures and an entrance examination for enforcement, (2) digital course slides highlighting normal and abnormal tissues, and (3) self-diagnostic quizzes. The performance of historical controls was used as a baseline, as previous students had never been exposed to the above-mentioned measures. The students' understanding of normal histology was assessed in the beginning of the module to determine the impact of the first set of measures, whereas that of abnormal histology was assessed at the end of the module to determine the impact of the whole set of measures. The students' reactions to the instructional measures were assessed by course evaluation data. Additionally, four students were interviewed. Results confirmed that the experimental group significantly outperformed the historical controls in understanding normal histology. The students held favorable opinions on the idea of emphasizing normal structures. However, with regards to abnormal histology, the historical controls outperformed the experimental group. In conclusion, allowing students access to high-quality digitized materials and boosting prerequisite skills are clearly not sufficient to boost final competence. Instead, the solution may lie in making students externally accountable for their learning throughout their training. Copyright © 2012 American Association of Anatomists.

  19. MULTIMEDIA EDITOR OF VIRTUAL PHYSICAL LABORATORY IN DISTANCE LEARNING SYSTEM «KHERSON VIRTUAL UNIVERSITY»

    Directory of Open Access Journals (Sweden)

    Kravtsov H.

    2017-12-01

    Full Text Available The questions of modeling the structure of the objects of the system, the design of software modules and technologies for creating the editor of a virtual laboratory are considered. The relevance of the study is due to the lack in existing distance learning systems of support for the creation and use of virtual laboratory work on disciplines of the natural-science profile. The subject of the study is a software module for creating and using virtual laboratory work in a distance learning system. The purpose of the study is the development of a system model and a description of the software development technology of a virtual laboratory for physics for a distance learning system. The information technologies of designing the structure of the virtual laboratory and the main modes of the program module of the editor of the virtual laboratory work are described. At the heart of the structure of the software module "Virtual Laboratory" is the multimedia Web-editor of virtual laboratory works, which is created using object-oriented design technology. The program library of multimedia 3D objects created in the development environment of interactive graphic objects Unity3D. It unifies the process of creation and processing of virtual laboratory works. The basic mathematical package for supporting calculations is the mathematical processor Waterloo Maple. The application of the developed software interface will allow teachers to create laboratory works and use them in their distance courses. Students, in turn, will be able to conduct research, performing virtual laboratory work. As an example, the editor of the virtual laboratory for physics in the distance learning system "Kherson Virtual University" is considered.

  20. Virtual experiences in business administration learning

    Directory of Open Access Journals (Sweden)

    Jesse Alves Amâncio

    2007-09-01

    Full Text Available In Business Administration, the question about contents’ specialization has arisen, which would difficult the construction of student’s global view and promote detachment between those contents and their application, compromising his professional performance. Considering Theory of Experiential Learning KOLB, 1984 which relates concrete experience and abstract conceptualization, the overcoming of those problems is searched by using a free simulation software that provides a virtual environment for those experiences – in this case, for business plan formulation including all organizational aspects. This paper reports one of those experiences and highlights as important innovations: the appreciation of contents’ integration; the student’s active and critical participation; and the teacher’s essential role as a facilitator of all the process. The incorporation of a new didactical/technological resource to enhance Business Administration Teaching and Learning Process stands out as a contribution of this work.

  1. Students’ Motivation for Learning in Virtual Learning Environments

    Directory of Open Access Journals (Sweden)

    Andrea Carvalho Beluce

    2015-04-01

    Full Text Available The specific characteristics of online education require of the student engagement and autonomy, factors which are related to motivation for learning. This study investigated students’ motivation in virtual learning environments (VLEs. For this, it used the Teaching and Learning Strategy and Motivation to Learn Scale in Virtual Learning Environments (TLSM-VLE. The scale presented 32 items and six dimensions, three of which aimed to measure the variables of autonomous motivation, controlled motivation, and demotivation. The participants were 572 students from the Brazilian state of Paraná, enrolled on higher education courses on a continuous education course. The results revealed significant rates for autonomous motivational behavior. It is considered that the results obtained may provide contributions for the educators and psychologists who work with VLEs, leading to further studies of the area providing information referent to the issue investigated in this study.

  2. Open Distribution of Virtual Containers as a Key Framework for Open Educational Resources and STEAM Subjects

    Science.gov (United States)

    Corbi, Alberto; Burgos, Daniel

    2017-01-01

    This paper presents how virtual containers enhance the implementation of STEAM (science, technology, engineering, arts, and math) subjects as Open Educational Resources (OER). The publication initially summarizes the limitations of delivering open rich learning contents and corresponding assignments to students in college level STEAM areas. The…

  3. Virtual Learning Simulations in High School

    DEFF Research Database (Denmark)

    Thisgaard, Malene Warming; 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...

  4. Indicators of ADHD symptoms in virtual learning context using machine learning technics

    Directory of Open Access Journals (Sweden)

    Laura Patricia Mancera Valetts

    2015-12-01

    Full Text Available Rev.esc.adm.neg This paper presents a user model for students performing virtual learning processes. This model is used to infer the presence of Attention Deficit Hyperactivity Disorder (ADHD indicators in a student. The user model is built considering three user characteristics, which can be also used as variables in different contexts. These variables are: behavioral conduct (BC, executive functions performance (EFP, and emotional state (ES. For inferring the ADHD symptomatic profile of a student and his/her emotional alterations, these features are used as input in a set of classification rules. Based on the testing of the proposed model, training examples are obtained. These examples are used to prepare a classification machine learning algorithm for performing, and improving, the task of profiling a student. The proposed user model can provide the first step to adapt learning resources in e-learning platforms to people with attention problems, specifically, young-adult students with ADHD.

  5. iSee: Teaching Visual Learning in an Organic Virtual Learning Environment

    Science.gov (United States)

    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…

  6. Virtual learning object and environment: a concept analysis.

    Science.gov (United States)

    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.

  7. Virtualized cloud data center networks issues in resource management

    CERN Document Server

    Tsai, Linjiun

    2016-01-01

    This book discusses the characteristics of virtualized cloud networking, identifies the requirements of cloud network management, and illustrates the challenges in deploying virtual clusters in multi-tenant cloud data centers. The book also introduces network partitioning techniques to provide contention-free allocation, topology-invariant reallocation, and highly efficient resource utilization, based on the Fat-tree network structure. Managing cloud data center resources without considering resource contentions among different cloud services and dynamic resource demands adversely affects the performance of cloud services and reduces the resource utilization of cloud data centers. These challenges are mainly due to strict cluster topology requirements, resource contentions between uncooperative cloud services, and spatial/temporal data center resource fragmentation. Cloud data center network resource allocation/reallocation which cope well with such challenges will allow cloud services to be provisioned with ...

  8. Learning Experience with Virtual Worlds

    Science.gov (United States)

    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…

  9. A Model of Flexible Learning: Exploring Interdependent Relationships Between Students, Lecturers, Resources and Contexts in Virtual Spaces

    Directory of Open Access Journals (Sweden)

    John Raymond Bostock

    2018-04-01

    Full Text Available In flexible and open models of education students and lecturers experience a virtual sense of separation that is caused by more than physical distance between students and lecturers. Transactional distance is “a psychological and communications gap, a space of potential misunderstanding between the inputs of lecturer and those of the student” created in part by the physical distance inherent to online learning (Moore 1991, p. 2. a large transactional distance such as that between geographically dispersed students and lecturers in an asynchronous, text-based, online learning environment may contribute to students’ feelings of isolation and disconnectedness, which can lead to reduced levels of motivation and engagement and consequently attrition. When designing e-learning experiences lecturers must consider two variables that affect transactional distance: structure and dialogue. Structure refers to the flexibility or rigidity of the pedagogical methods and strategies used in an e-learning experience. Dialogue refers to the interaction between the lecturer and student during an e-learning experience. Moore does not suggest that either structure or dialogue are inherently good things. Each may be appropriate in different circumstances and a typical educational event such as a conventional lecture will, at a micro-level, move constantly between the two. Another dimension of the theory suggests that more autonomous students, being self-directed, are better able to cope with more structure while less autonomous students benefit more from greater dialogue. This paper explores a proposed model of flexible learning which attempts to inform practitioners of the fluid, interdependent relationships between students, resources, contexts and lecturers. This helps explain and justify a reconceptualisation of the role of the lecturer and suggests how social activity is also pivotal in successful learning outcomes for students.

  10. Resource slicing in virtual wireless networks: a survey

    OpenAIRE

    Richart, Matias; Baliosian De Lazzari, Javier Ernesto; Serrat Fernández, Juan; Gorricho Moreno, Juan Luis

    2016-01-01

    New architectural and design approaches for radio access networks have appeared with the introduction of network virtualization in the wireless domain. One of these approaches splits the wireless network infrastructure into isolated virtual slices under their own management, requirements, and characteristics. Despite the advances in wireless virtualization, there are still many open issues regarding the resource allocation and isolation of wireless slices. Because of the dynamics and share...

  11. Virtual learning environment for managing costs of dressings for pressure ulcers

    Directory of Open Access Journals (Sweden)

    Marta Cristiane Alves Pereira

    2014-06-01

    Full Text Available A descriptive and applied study aimed at describing the construction and assessment of a virtual learning environment on the topic of cost management of pressure ulcer dressings, using WebQuest methodology. For the planning and development phases, we used simple and accessible technological resources, focused on educational aspects. During the assessment phase, four computer science specialists, four nursing professors and four nursing professionals who worked with cost management evaluated technical aspects (Response Time and Interface Quality as well as educational ones (Content, Activity, Interaction. These aspects received positive evaluations (over 86% of criteria were fulfilled, except for Response Time (62% were totally fulfilled and 30% partially fulfilled. The results demonstrated that it is possible to make use of virtual learning environments with undergraduate nursing students in order to impact education regarding material cost management in nursing. doi: 10.5216/ree.v16i2.22161.

  12. MULTIMEDIA VIRTUAL LABORATORY FOR PHYSICS IN THE DISTANCE LEARNING

    OpenAIRE

    H. M. Kravtsov; E.O. Kozlovskiy

    2014-01-01

    It’s presented the results of the software module "Virtual Lab" for distance learning system «Kherson Virtual University" (DLS KVU) applied to the problems of physics. Relevance of research due to the absence of existing DLS to support the creation and use of virtual labs in the disciplines of science cycle. The subject of this study is a software module to create and use virtual labs in distance learning system. The purpose of the study is a description of software technology of virtual labo...

  13. Learning Together and Working Apart: Routines for Organizational Learning in Virtual Teams

    Science.gov (United States)

    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.…

  14. Teaching strategies in web technologies for virtual learning environments

    Directory of Open Access Journals (Sweden)

    Ilber Dario Saza-Garzón

    2016-12-01

    Full Text Available The virtual learning environments (AVAs have been a subject of discussion and questions mainly on finding the best teaching practices, which tools you can use them and how to achieve optimum utilization have better results in virtual education, for Therefore in this paper some elements about the characteristics, history, teaching, studies have virtual environments and web applications as tools to support teaching and learning, are set for a virtual tutor note the when planning, designing, creating and implementing online courses. Thus the reader will find concepts, explanations and different evolutionary processes that wins ICT and how are you have been involved in the educational context, spotting potential applications from mediation of teaching, plus some suggestions of how to carry out exposed use thereof in virtual learning environments to strengthen the different processes of teaching and learning.

  15. Institutional, Public and Individual Learning Dynamics of the Andy Holt Virtual Library.

    Science.gov (United States)

    Peckham, Robert

    The Andy Holt Virtual Library, with a focus on the Humanities and Fine Arts, is free and open to the public, though designed to serve the learning communities within the College of Humanities and Fine Arts at the University of Tennessee-Martin (UT). It also plays a resource role in UT's New College and the Tennessee Governors School for the…

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

    Science.gov (United States)

    Dunne, James R; McDonald, Claudia L

    2010-07-01

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

  17. Virtual Reality: A New Learning Environment.

    Science.gov (United States)

    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…

  18. Organizational Learning Goes Virtual?: A Study of Employees' Learning Achievement in Stereoscopic 3D Virtual Reality

    Science.gov (United States)

    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…

  19. MULTIMEDIA EDITOR OF VIRTUAL PHYSICAL LABORATORY IN DISTANCE LEARNING SYSTEM «KHERSON VIRTUAL UNIVERSITY»

    OpenAIRE

    Kravtsov H.; Baiev A.; Lemeshchuk O.; Orlov V.

    2017-01-01

    The questions of modeling the structure of the objects of the system, the design of software modules and technologies for creating the editor of a virtual laboratory are considered. The relevance of the study is due to the lack in existing distance learning systems of support for the creation and use of virtual laboratory work on disciplines of the natural-science profile. The subject of the study is a software module for creating and using virtual laboratory work in a distance learning syste...

  20. Virtual Bioinformatics Distance Learning Suite

    Science.gov (United States)

    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…

  1. This is Not a Game - Social Virtual Worlds, Fun, and Learning

    Science.gov (United States)

    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.

  2. Virtual Library: An essential component of virtual education

    Directory of Open Access Journals (Sweden)

    M zarghani

    2015-06-01

    Full Text Available Abstract Introduction: Library is one of the essential elements of universities which provide some important educational needs of students. Virtual education can not be exempted and virtual libraries are important support for virtual training programs. The purpose of this study is to evaluate the viewpoint of administrators and students in virtual education centers about the virtual library, its role and resources. Methods: This study was a descriptive survey. The research instrument was a researcher made questionnaire that its validity and reliability was confirmed. The study population consisted of 19 virtual training centers in Tehran city. Out of 19 centers, simple randomized sampling was done in five Centers. The sample size was 360 students. Data collection was conducted online and descriptive statistics using SPSS 18 and Excel software were used. Results: The results showed that viewpoints of administrators and students about the mission and services of virtual libraries in some cases were similar and in some cases were different. One of the administrators’ reasons for setting up a virtual learning system was lifelong learning, and lack of knowledge about virtual libraries was the reason for inadequate use of virtual libraries. The best format of virtual library from the administrators’ and students’ viewpoint, was portal document format (PDF. Conclusion: One of the most important function of a virtual library, is lifelong learning and empowering users to provide information and educational needs. The main reason for not setting up a virtual library is t lack of knowledge about it.

  3. Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics

    Science.gov (United States)

    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…

  4. Development of a Virtual Crew Resource Management Training Program to Improve Communication.

    Science.gov (United States)

    Tschannen, Dana

    2017-11-01

    Crew Resource Management (CRM), a method focused on the management of human error and risk reduction, has shown promise in reducing communication failure in health care. The purpose of this project was to develop a virtual training program in CRM principles of effective leadership and followership, and evaluate the applicability to nurses working in the hospital setting. The intervention included the development of a virtual CRM training program consisting of a self-learning module and virtual simulation. Beta testing of the module was conducted by six nurses, followed by an evaluation of the training program by nurses (n = 5) in a general medicine department. Nurses reported the overall program to be worthwhile (X̄= 5; SD = 0.5), with great applicability to nursing care (X̄= 4.5, SD = 0.5). Nurses completing the simulation activity reported strong agreement to CRM applicability and training effectiveness. The CRM training module proved to be applicable to nursing care and is ready for widespread use to improve patient care and communication. J Contin Educ Nurs. 2017;48(11):525-532. Copyright 2017, SLACK Incorporated.

  5. [Learning about social determinants of health through chronicles, using a virtual learning environment].

    Science.gov (United States)

    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.

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

    Science.gov (United States)

    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

  7. Effectiveness of Collaborative Learning with 3D Virtual Worlds

    Science.gov (United States)

    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…

  8. Virtual Library: Providing Accessible Online Resources.

    Science.gov (United States)

    Kelly, Rob

    2001-01-01

    Describes e-global library, a virtual library based on the Jones International University's library that organizes Internet resources to make them more accessible to students at all skill levels. Highlights include online tutorials; research guides; financial aid and career development information; and possible partnerships with other digital…

  9. MULTIMEDIA VIRTUAL LABORATORY FOR PHYSICS IN THE DISTANCE LEARNING

    Directory of Open Access Journals (Sweden)

    H. M. Kravtsov

    2014-04-01

    Full Text Available It’s presented the results of the software module "Virtual Lab" for distance learning system «Kherson Virtual University" (DLS KVU applied to the problems of physics. Relevance of research due to the absence of existing DLS to support the creation and use of virtual labs in the disciplines of science cycle. The subject of this study is a software module to create and use virtual labs in distance learning system. The purpose of the study is a description of software technology of virtual laboratory in physics for distance learning system. It’s described the information technology, which used in design and development, as well as the structure of the virtual laboratory and its place in the DLS KVU. It’s described the principal modes of operation of the program module in the system and methods for its use in the educational process. The basic structure of the software module "Virtual Lab" is a multimedia Web editor of virtual labs, which was created using Object-oriented analysis and design technology. Software library of multimedia 3D objects, which was created in the development environment of interactive graphics Unity3D, unifies the process of creating and processing virtual labs. Basic mathematical calculations support the math processor Waterloo Maple. The developed software interface allows teachers to create laboratory and use them in their distance courses. Students, in turn, will be able to conduct research, performing virtual labs.

  10. Designing a Virtual-Reality-Based, Gamelike Math Learning Environment

    Science.gov (United States)

    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…

  11. Virtual Globe Games for Geographic Learning

    Directory of Open Access Journals (Sweden)

    Ola Ahlqvist

    2010-02-01

    Full Text Available Virtual, online maps and globes allow for volunteered geographic information to capitalize on users as sensors and generate unprecedented access to information resources and services. These new "Web 2.0" applications will probably dominate development and use of virtual globes and maps in the near future. We present an experimental platform that integrates an existing virtual globe interface with added functionality as follows; an interactive layer on top of the existing map that support real time creation and manipulation of spatial interaction objects. These objects, together with the existing information delivered through the virtual globe, form a game board that can be used for educational purposes.

  12. Visualization Analytics for Second Language Vocabulary Learning in Virtual Worlds

    Science.gov (United States)

    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…

  13. The Influence of Virtual Learning Environments in Students' Performance

    Science.gov (United States)

    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…

  14. Multi-Agent Framework for Virtual Learning Spaces.

    Science.gov (United States)

    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…

  15. Virtual Communities of Collaborative Learning for Higher Education

    Directory of Open Access Journals (Sweden)

    Gilda E. Sotomayor

    2014-11-01

    Full Text Available 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 come under the generic name of virtual communities. To that end, we start from a previous conceptual analysis on collaborative learning, cooperative learning and related concepts taking place in these communities and serving as a basis for sorting them into three types in particular: communities of educational work of professional practice and scientific knowledge. Virtual communities where the activities undertaken and skills acquired are set as important parts of our personal learning development, wich are necessary to build the Knowledge Society.

  16. Relations between the tendency to invest in virtual presence, actual virtual presence and learning outcomes in educational computer games

    NARCIS (Netherlands)

    Schrader, Claudia; Bastiaens, Theo

    2018-01-01

    The study examines whether the effect of virtual presence on learning is influenced by learner characteristics. More specifically, the focus is on how the variation in the actual experience of virtual presence and learning is related to learners' individual tendency to invest in virtual presence for

  17. Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics

    Science.gov (United States)

    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.

  18. The Virtual Learning Commons: An Emerging Technology for Learning About Emerging Technologies

    Science.gov (United States)

    Pennington, D. D.; Del Rio, N.; Fierro, C.; Gandara, A.; Garcia, A.; Garza, J.; Giandoni, M.; Ochoa, O.; Padilla, E.; Salamah, S.

    2013-12-01

    The Virtual Learning Commons (VLC), funded by the National Science Foundation Office of Cyberinfrastructure CI-Team Program, is a combination of semantic, visualization, and social media tools that support knowledge sharing and innovation across research disciplines. The explosion of new scientific tools and techniques challenges the ability of researchers to be aware of emerging technologies that might benefit them. Even when aware, it can be difficult to understand enough about emerging technologies to become potential adopters or re-users. Often, emerging technologies have little documentation, especially about the context of their use. The VLC tackles this challenge by providing mechanisms for individuals and groups of researchers to collectively organize Web resources through social bookmarking, and engage each other around those collections in order to a) learn about potentially relevant technologies that are emerging; and b) get feedback from other researchers on innovative ideas and designs. Concurrently, developers of emerging technologies can learn about potential users and the issues they encounter, and they can analyze the impact of their tools on other projects. The VLC aims to support the 'fuzzy front end' of innovation, where novel ideas emerge and there is the greatest potential for impact on research design. It is during the fuzzy front end that conceptual collisions across disciplines and exposure to diverse perspectives provide opportunity for creative thinking that can lead to inventive outcomes. This presentation will discuss the innovation theories that have informed design of the VLC, and hypotheses about the flow of information in virtual settings that can enable the process of innovation. The presentation will include a brief demonstration of key capabilities within the VLC that enable learning about emerging technologies, including the technologies that are presented in this session.

  19. Blended learning in paediatric emergency medicine: preliminary analysis of a virtual learning environment.

    Science.gov (United States)

    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.

  20. Virtual Action Learning: Practices and Challenges

    Science.gov (United States)

    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…

  1. Contextual EFL Learning in a 3D Virtual Environment

    Science.gov (United States)

    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…

  2. Virtual Learning Factory on VR-Supported Factory Planning

    OpenAIRE

    Weidig , Christian; Menck , Nicole; Winkes , Pascal ,; Aurich , Jan ,

    2014-01-01

    Part 13: Virtual Reality and Simulation; International audience; Learning Factories are becoming popular as tangible measures to teach engineering methods while making use of them in an industrial-like environment. Their core component is usually a factory demonstrator, users are physically working with. For factory planning such approaches can hardly be adapted, due to long lasting realization phases.To overcome this obstacle a virtual learning factory has been developed whose core component...

  3. Virtual learning environment for interactive engagement with advanced quantum mechanics

    Directory of Open Access Journals (Sweden)

    Mads Kock Pedersen

    2016-04-01

    Full Text Available 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.

  4. Assessment for Complex Learning Resources: Development and Validation of an Integrated Model

    Directory of Open Access Journals (Sweden)

    Gudrun Wesiak

    2013-01-01

    Full Text Available Today’s e-learning systems meet the challenge to provide interactive, personalized environments that support self-regulated learning as well as social collaboration and simulation. At the same time assessment procedures have to be adapted to the new learning environments by moving from isolated summative assessments to integrated assessment forms. Therefore, learning experiences enriched with complex didactic resources - such as virtualized collaborations and serious games - have emerged. In this extension of [1] an integrated model for e-assessment (IMA is outlined, which incorporates complex learning resources and assessment forms as main components for the development of an enriched learning experience. For a validation the IMA was presented to a group of experts from the fields of cognitive science, pedagogy, and e-learning. The findings from the validation lead to several refinements of the model, which mainly concern the component forms of assessment and the integration of social aspects. Both aspects are accounted for in the revised model, the former by providing a detailed sub-model for assessment forms.

  5. Are Learning Styles Relevant to Virtual Reality?

    Science.gov (United States)

    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…

  6. Immersive Virtual Reality in a University Setting: Creating an Authentic Learning Environment Through the Virtual Golden Foods Corporation

    Directory of Open Access Journals (Sweden)

    Ros A. Yahaya

    2009-12-01

    Full Text Available An authentic learning environment is learning that involves real world problems that are relevant to the learners and relate to their real life experience. Research indicates that Information and Communication Technology (ICT tools can facilitate in creating authentic learning environment, thus improving student learning, interaction and satisfaction. Previous research has focused on using various forms of ICT such as online learning and web-based learning into the classroom. However, little attempt has been made to investigate the effectiveness of incorporating immersive Virtual Reality (VR technology into the university classroom. Virtual Golden Foods Corporation (VGFC is a simulated Virtual Reality (VR organization being developed for use in teaching and learning at a large technology based university in Australia. This study focuses on authentic learning environment where students learn about decision making in complex business contexts throughout the semester which culminates in immersive VR exposure. The findings report that immersive VR environment helps to increase students’ understanding of decision making concepts.

  7. The Development of the Virtual Learning Media of the Sacred Object Artwork

    Science.gov (United States)

    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.…

  8. Developing virtual patients for medical microbiology education.

    Science.gov (United States)

    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.

  9. Understanding Social Learning Behaviors via a Virtual Field Trip

    Directory of Open Access Journals (Sweden)

    Xin Bai

    2014-06-01

    Full Text Available This is a multidisciplinary study investigating how a virtual rather than face-to-face field trip can be conducted in a real-world setting and how students respond to such a social learning opportunity. Our participants followed a story of a stroke patient at her virtual home and in a virtual hospital via a teaching vignette. They were then given a new case and got on a virtual trip via a multiuser virtual environment. They played the roles of patients, relatives, doctors, or nurses, experiencing the emotional, physical, or social impacts those stakeholders may go through. Our study finds the overall participation of the Virtual Group is 50% more than the Text Group. Although the Virtual Group generates much more nodes in total, they focused much less on knowledge sharing and comparing than the Text Group (46 vs. 67, but more on other higher-level aspects of social interactions, such as knowledge discovery (57 vs. 42, co-construction (66 vs. 39, testing and modification (58 vs. 24 and application of newly constructed meaning (60 vs. 16. Analysis of students’ virtual field activities and in-depth discussions of important issues implied are included to help understand social learning behaviors during a virtual field trip. Sustainability of such systems is discussed.

  10. Machine learning in virtual screening.

    Science.gov (United States)

    Melville, James L; Burke, Edmund K; Hirst, Jonathan D

    2009-05-01

    In this review, we highlight recent applications of machine learning to virtual screening, focusing on the use of supervised techniques to train statistical learning algorithms to prioritize databases of molecules as active against a particular protein target. Both ligand-based similarity searching and structure-based docking have benefited from machine learning algorithms, including naïve Bayesian classifiers, support vector machines, neural networks, and decision trees, as well as more traditional regression techniques. Effective application of these methodologies requires an appreciation of data preparation, validation, optimization, and search methodologies, and we also survey developments in these areas.

  11. Effect of virtual analytical chemistry laboratory on enhancing student research skills and practices

    Directory of Open Access Journals (Sweden)

    Boris Bortnik

    2017-12-01

    Full Text Available This article aims to determine the effect of a virtual chemistry laboratory on university student achievement. The article describes a model of a laboratory course that includes a virtual component. This virtual component is viewed as a tool of student pre-lab autonomous learning. It presents electronic resources designed for a virtual laboratory and outlines the methodology of e-resource application. To find out how virtual chemistry laboratory affects student scientific literacy, research skills and practices, a pedagogical experiment has been conducted. Student achievement was compared in two learning environments: traditional – in-class hands-on – learning (control group and blended learning – online learning combined with in-person learning (experimental group. The effectiveness of integrating an e-lab in the laboratory study was measured by comparing student lab reports of the two groups. For that purpose, a set of 10 criteria was developed. The experimental and control student groups were also compared in terms of test results and student portfolios. The study showed that the adopted approach blending both virtual and hands-on learning environments has the potential to enhance student research skills and practices in analytical chemistry studies.

  12. Combining Face-to-Face Learning with Online Learning in Virtual Worlds

    Science.gov (United States)

    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…

  13. : Virtual Tours in School Context

    Directory of Open Access Journals (Sweden)

    Nuno Ribeiro,

    2016-12-01

    Full Text Available This article is based on the importance of using virtual tours in schools as a means to disseminate local cultural heritage, school projects and teaching resources. We want to use virtual tours, involving the school community in its use, through the production of relevant multimedia content as a way to understand and analyze the potential of multimedia resources in schools. With the evolution of new technologies, including the internet, it is up to the schools, as sources of knowledge transmission, to resort to new technologies as a way to encourage students to learn, to promote local heritage and to disclose the work of the school community, using virtual tours in school context as a powerful interdisciplinary technical and educational resource.

  14. The Effects of Enhancing Prospective EFL Teachers' Knowledge Management Strategies in Virtual Learning Environments on Their Ideational Flexibility and Engagement

    Directory of Open Access Journals (Sweden)

    Ammar Abdullah Mahmoud Ismail

    2017-01-01

    Full Text Available The last few years have witnessed an increased interest in moving away from traditional language instruction settings towards more hybrid and virtual learning environments. Face-to-face interaction, guided practice, and uniformity of knowledge sources and skills are all replaced by settings where multiplicity of views from different learning communities, interconnectedness, self-directedness, and self-management of knowledge and learning are increasingly emphasized. This shift from walled-classroom instruction with its limited scope and resources to hybrid and virtual learning environments with their limitless provisions requires that learners be equipped with requisite skills and strategies to manage knowledge and handle language learning in ways commensurate with the nature and limitless possibilities of these new environments. The current study aimed at enhancing knowledge management strategies of EFL teachers in virtual learning environments and examine the impact on their ideational flexibility and engagement in language learning settings. A knowledge management model was proposed and field-test on a cohort of prospective EFL teachers in the Emirati context. Participants were prospective EFL teachers enrolled in the Methods of Teaching Courses and doing their practicum in the Emirati EFL context. Participants' ideational flexibility was tapped via a bi-methodical approach including a contextualized task and a decontextualized one. Their engagement in virtual language learning settings was tapped via an engagement scale. Results of the study indicated that enhancing prospective EFL teachers' knowledge management strategies in virtual learning environments had a significant impact on their ideational flexibility and engagement in foreign language learning settings. Details of the instructional intervention, instruments for tapping students’ ideational flexibility and engagement, and results of the study are discussed. Implications for

  15. Resources and Resourcefulness in Language Teaching and Learning

    African Journals Online (AJOL)

    Attempts will be made in this paper to examine what we mean by language, language teaching and learning, resources and resourcefulness in language teaching and learning and the benefit of teachers being resourceful in language teaching and learning to both the learners, the teachers, the society and the nation at ...

  16. Virtual network embedding in cross-domain network based on topology and resource attributes

    Science.gov (United States)

    Zhu, Lei; Zhang, Zhizhong; Feng, Linlin; Liu, Lilan

    2018-03-01

    Aiming at the network architecture ossification and the diversity of access technologies issues, this paper researches the cross-domain virtual network embedding algorithm. By analysing the topological attribute from the local and global perspective of nodes in the virtual network and the physical network, combined with the local network resource property, we rank the embedding priority of the nodes with PCA and TOPSIS methods. Besides, the link load distribution is considered. Above all, We proposed an cross-domain virtual network embedding algorithm based on topology and resource attributes. The simulation results depicts that our algorithm increases the acceptance rate of multi-domain virtual network requests, compared with the existing virtual network embedding algorithm.

  17. VR-Cluster: Dynamic Migration for Resource Fragmentation Problem in Virtual Router Platform

    Directory of Open Access Journals (Sweden)

    Xianming Gao

    2016-01-01

    Full Text Available Network virtualization technology is regarded as one of gradual schemes to network architecture evolution. With the development of network functions virtualization, operators make lots of effort to achieve router virtualization by using general servers. In order to ensure high performance, virtual router platform usually adopts a cluster of general servers, which can be also regarded as a special cloud computing environment. However, due to frequent creation and deletion of router instances, it may generate lots of resource fragmentation to prevent platform from establishing new router instances. In order to solve “resource fragmentation problem,” we firstly propose VR-Cluster, which introduces two extra function planes including switching plane and resource management plane. Switching plane is mainly used to support seamless migration of router instances without packet loss; resource management plane can dynamically move router instances from one server to another server by using VR-mapping algorithms. Besides, three VR-mapping algorithms including first-fit mapping algorithm, best-fit mapping algorithm, and worst-fit mapping algorithm are proposed based on VR-Cluster. At last, we establish VR-Cluster protosystem by using general X86 servers, evaluate its migration time, and further analyze advantages and disadvantages of our proposed VR-mapping algorithms to solve resource fragmentation problem.

  18. Representative Model of the Learning Process in Virtual Spaces Supported by ICT

    Science.gov (United States)

    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…

  19. Independient virtual english language learning: a case study in higher education

    Directory of Open Access Journals (Sweden)

    Esther Nieto Moreno de Diezmas

    2016-11-01

    Full Text Available The development of independent and self-learning strategies for Foreign Language Learning is of special interest in Higher Education. In particular, these strategies are essential in the Foreign Language Learning area (EFL, since students need to practise and strengthen their exposure to language so as to develop receptive and productive skills. The goal of this paper is to show how independent and virtual learning are developed by means of ICT. To this end, a group of tasks and activities have been designed, distributed and implemented by means of Moodle in the setting of a teaching innovation project in which different campuses and faculties of Education of the University of Castilla-La Mancha where English I is studied have taken part. Additionally, the initial results in terms of students’ perceptions about their independent and virtual learning are shown. Therefore, this paper focuses on a case study at Higher Education in which valid conclusions may be drawn for other similar settings where language learning and virtual learning need to be combined. Initial results suggest the students have responded positively in terms of their perception and participation. This validates the tasks and procedures carried out in the implementation of virtual foreign language learning.

  20. Efficiency Sustainability Resource Visual Simulator for Clustered Desktop Virtualization Based on Cloud Infrastructure

    Directory of Open Access Journals (Sweden)

    Jong Hyuk Park

    2014-11-01

    Full Text Available Following IT innovations, manual operations have been automated, improving the overall quality of life. This has been possible because an organic topology has been formed among many diverse smart devices grafted onto real life. To provide services to these smart devices, enterprises or users use the cloud. Cloud services are divided into infrastructure as a service (IaaS, platform as a service (PaaS and software as a service (SaaS. SaaS is operated on PaaS, and PaaS is operated on IaaS. Since IaaS is the foundation of all services, algorithms for the efficient operation of virtualized resources are required. Among these algorithms, desktop resource virtualization is used for high resource availability when existing desktop PCs are unavailable. For this high resource availability, clustering for hierarchical structures is important. In addition, since many clustering algorithms show different percentages of the main resources depending on the desktop PC distribution rates and environments, selecting appropriate algorithms is very important. If diverse attempts are made to find algorithms suitable for the operating environments’ desktop resource virtualization, huge costs are incurred for the related power, time and labor. Therefore, in the present paper, a desktop resource virtualization clustering simulator (DRV-CS, a clustering simulator for selecting clusters of desktop virtualization clusters to be maintained sustainably, is proposed. The DRV-CS provides simulations, so that clustering algorithms can be selected and elements can be properly applied in different desktop PC environments through the DRV-CS.

  1. Improving Virtual Collaborative Learning through Canonical Action Research

    Science.gov (United States)

    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…

  2. Learning Desert Geomorphology Virtually versus in the Field

    Science.gov (United States)

    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…

  3. Educational innovation, learning technologies and Virtual culture potential'

    Directory of Open Access Journals (Sweden)

    David Riley

    2002-12-01

    Full Text Available Learning technologies are regularly associated with innovative teaching but will they contribute to profound innovations in education itself? This paper addresses the question by building upon Merlin.Donald's co-evolutionary theory of mind, cognition and culture. He claimed that the invention of technologies for storing and sharing external symbol systems, such as writing, gave rise to a 'theoretic culture' with rich symbolic representations and a resultant need for formal education. More recently, Shaffer and Kaput have claimed that the development of external and shared symbol-processing technologies is giving rise to an emerging 'virtual culture'. They argue that mathematics curricula are grounded in theoretic culture and should change to meet the novel demands of 'virtual culture' for symbol-processing and representational fluency. The generic character of their cultural claim is noted in this paper and it is suggested that equivalent pedagogic arguments are applicable across the educational spectrum. Hence, four general characteristics of virtual culture are proposed, against which applications of learning technologies can be evaluated for their innovative potential. Two illustrative uses of learning technologies are evaluated in terms of their 'virtual culture potential' and some anticipated questions about this approach are discussed towards the end of the paper.

  4. Participatory design in the project of virtual learning environment of histology

    OpenAIRE

    Santa-Rosa, José Guilherme da Silva

    2012-01-01

    This present article describes a research on the development, under the approach of participatory design, a virtual teaching-learning of Histology in which students and teachers participated actively in all stages of development of the educational environment. We postulates that the development of virtual learning environment of Histology, through the Participatory Design approach, contributes to greater acceptance and use by students and that the adoption of virtual environment for teaching ...

  5. THE INTEGRATION OF CREATIVITY MANAGEMENT MODELS INTO UNIVERSITIES’VIRTUAL LEARNING COMMUNITIES

    Directory of Open Access Journals (Sweden)

    Alexandru STRUNGĂ

    2014-12-01

    Full Text Available Given the access of an increasingly higher number of individuals to virtual learning networks, the issue of creativity management becomes extremely important, especially for schools and universities. In the specialized literature, participating in virtual learning communities has several advantages, including: permanent access to information, high educational performance and increased creativity, and also better-developed professional identity (North and Kumta, 2014; Boulay and van Raalte, 2014. In the Romanian literature, there are few studies that aim directly at the relationship between the participation in virtual learning networks and creativity and innovation management models, especially in higher education institutions. This paper aims to study the ways in which creativity and innovation management models can be used in virtual learning networks in order to achieve better productivity at both individual and organizational levels, taking into account several best practices from this field and their possible implementation in Romanian educational institutions.

  6. Virtual Communities of Collaborative Learning for Higher Education

    Science.gov (United States)

    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…

  7. THE PROPOSED MODEL OF COLLABORATIVE VIRTUAL LEARNING ENVIRONMENT FOR INTRODUCTORY PROGRAMMING COURSE

    Directory of Open Access Journals (Sweden)

    Mahfudzah OTHMAN

    2012-01-01

    Full Text Available 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 collaborative learning activities in a virtual environment such as online communications and pair or small group discussions. In order to model the virtual learning environment, the RUP methodology has been used where it involves the data collection phase and the analysis and design phase. Fifty respondents have been randomly selected to participate in the data collection phase to investigate the students’ interest and learning styles as well as their learning preferences. The results have shown the needs for the development of online small group discussions that can be used as an alternative learning style for programming courses. The proposed design of the virtual learning system named as the Online Collaborative Learning System or OCLS is being depicted using the object-oriented models which are the use-case model and class diagram in order to show the concise processes of virtual “Think-Pair-Share” collaborative activities. The “Think-Pair-Share” collaborative learning technique that is being used in this model has been chosen because of its simplicity and relatively low-risk. This paper also presents the proposed model of the system’s architecture that will become the guidelines for the physical development of OCLS using the web-based applications.

  8. Exploring Non-Traditional Learning Methods in Virtual and Real-World Environments

    Science.gov (United States)

    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…

  9. A 3-D Virtual Reality Model of the Sun and the Moon for E-Learning at Elementary Schools

    Science.gov (United States)

    Sun, Koun-Tem; Lin, Ching-Ling; Wang, Sheng-Min

    2010-01-01

    The relative positions of the sun, moon, and earth, their movements, and their relationships are abstract and difficult to understand astronomical concepts in elementary school science. This study proposes a three-dimensional (3-D) virtual reality (VR) model named the "Sun and Moon System." This e-learning resource was designed by…

  10. Declarative Knowledge Acquisition in Immersive Virtual Learning Environments

    Science.gov (United States)

    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…

  11. Utilization of virtual learning environments in the allied health professions.

    Science.gov (United States)

    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.

  12. The experiment editor: supporting inquiry-based learning with virtual labs

    Science.gov (United States)

    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.

  13. Agent-based Integration of Complex and Heterogeneous Distributed Energy Resources in Virtual Power Plants

    DEFF Research Database (Denmark)

    Clausen, Anders; Umair, Aisha; Demazeau, Yves

    2017-01-01

    A Virtual Power Plant aggregates several Distributed Energy Resources in order to expose them as a single, controllable entity. This enables smaller Distributed Energy Resources to take part in Demand Response programs which traditionally only targeted larger consumers. To date, models for Virtual...

  14. Data preparation for municipal virtual assistant using machine learning

    OpenAIRE

    Jovan, Leon Noe

    2016-01-01

    The main goal of this master’s thesis was to develop a procedure that will automate the construction of the knowledge base for a virtual assistant that answers questions about municipalities in Slovenia. The aim of the procedure is to replace or facilitate manual preparation of the virtual assistant's knowledge base. Theoretical backgrounds of different machine learning fields, such as multilabel classification, text mining and learning from weakly labeled data were examined to gain a better ...

  15. Assessing 3D Virtual World Disaster Training Through Adult Learning Theory

    Directory of Open Access Journals (Sweden)

    Lee Taylor-Nelms

    2014-10-01

    Full Text Available As role-play, virtual reality, and simulated environments gain popularity through virtual worlds such as Second Life, the importance of identifying best practices for education and emergency management training becomes necessary. Using a formal needs assessment approach, we examined the extent to which 3D virtual tornado simulation trainings follow the principles of adult learning theory employed by the Federal Emergency Management Agency's (FEMA National Training and Education Division. Through a three-fold methodology of observation, interviews, and reflection on action, 3D virtual world tornado trainings were analyzed for congruence to adult learning theory.

  16. Self- directed learning barriers in a virtual environment: a qualitative study

    Directory of Open Access Journals (Sweden)

    NOUSHIN KOHAN

    2017-07-01

    Full Text Available 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. Methods: 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.

  17. Self- directed learning barriers in a virtual environment: a qualitative study.

    Science.gov (United States)

    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.

  18. Self- directed learning barriers in a virtual environment: a qualitative study

    Science.gov (United States)

    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

  19. Bullying in Virtual Learning Communities.

    Science.gov (United States)

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

    2017-01-01

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

  20. Maintaining collaborative, democratic and dialogue-based learning processes in virtual and game-based learning environments

    DEFF Research Database (Denmark)

    Gyldendahl Jensen, Camilla; Sorensen, Elsebeth Korsgaard

    2017-01-01

    The incorporation and use of virtual learning platforms, including computer games, in the education sector, challenge these years the complexity of the learning environment regarding maintaining collaborative, democratic and dialogue-based learning processes that support a high degree of reflection....... When virtual learning platforms are used in an educational context, a fundamental paradox appears as the student needs an active and practice-oriented participation identity to learn while at the same time needing to learn to acquire a participation identity. This identity is raised and trained...... by being a continuous part of a community that recalls the scenarios of reality. It is therefore crucial that the learning environment reflects the reality of which the students' professionalism is unfolded. Learning is, therefore, something more and not just the acquisition of knowledge and past actions...

  1. Pre-Service Teachers Designing Virtual World Learning Environments

    Science.gov (United States)

    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…

  2. The cloud hovering over the virtual campus

    OpenAIRE

    Alier Forment, Marc; Mayol Sarroca, Enric; Casany Guerrero, María José

    2014-01-01

    The Virtual Campus has been around for about 20 years. It provides an online environment that mimics the processes and services of the physical campuses and classrooms. Its adoption is almost complete in countries where Internet access has become ubiquitous. For a time seemed like the innovation in education was happening in the Virtual Campus, but this is no more. Personal Learning Environments, Life Long Learning, MOOCS, Open Educational Resources, Mobile Apps, Gamification, Social Netwo...

  3. Learning Science in a Virtual Reality Application: The Impacts of Animated-Virtual Actors' Visual Complexity

    Science.gov (United States)

    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…

  4. Factors Influencing Virtual Patron Satisfaction with Online Library Resources and Services

    Science.gov (United States)

    Tyler, Katherine; Hastings, Nancy B.

    2011-01-01

    College students are accessing virtual libraries whether they are on campus or learning from a distance. Academic institutions serving virtual patrons must remain focused on meeting the needs of those library users by continually examining their preferences, their searching behavior, and the information they seek. The purpose of this research was…

  5. Planning for the Digital Classroom and Distributed Learning: Policies and Planning for Online Instructional Resources

    Science.gov (United States)

    McGee, Patricia; Diaz, Veronica

    2005-01-01

    In an era of state budget cuts and a tight economy, distributed learning is often seen as a way to address the needs of colleges and universities looking for additional revenue sources. Likewise, budding virtual universities, consortia, and corporate partnerships are now providing new ways for institutions to share resources across campuses. The…

  6. Virtual communities as educational potential of collaborative learning through ICT

    Directory of Open Access Journals (Sweden)

    M.ª Ángeles REBOLLO CATALÁN

    2013-01-01

    Full Text Available This paper presents some results of an educational innovation based on the use of ICT as a learning environment. The main aim of this study is to describe an experience based collaborative learning in virtual communities of learning and reciprocal teaching and assessing students’ knowledge. For that, we design an educational proposal with three didactic units, which includes a kit of tasks and resources for learning. This study adopts a quantitative and qualitative methodology, applying attitudes scales, interviews and analysis of messages from online discussion forums. The study involved 56 students in first year of Pedagogy. We apply a Likert scale and a semantic differential about the learning experience and the methodology used. Also we conducted semi-structured group interviews to understand the perceptions and students’ evaluations about the methodology. The results show a very positive assessment about the learning experience and the methodology used. Peer interaction is focused on resolving technical queries, although there are also other forms of collaboration focused on joint interpretation and understanding of learning activities and assessment of the learning process. The results show that the intervention centers on teacher feedback and monitoring of learning tasks, reinforcing positive actions of the students and guiding the learning process. Finally, as to the benefits received by students, the results show that not only is development of social and communication skills, but also conceptual and emotional changes related to the subject.

  7. Virtual learning networks for sustainable development

    NARCIS (Netherlands)

    De Kraker, Joop; Cörvers, Ron

    2010-01-01

    Sustainable development is a participatory, multi-actor process. In this process, learning plays a major role as participants have to exchange and integrate a diversity of perspectives and types of knowledge and expertise in order to arrive at innovative, jointly supported solutions. Virtual

  8. The creation of virtual teeth with and without tooth pathology for a virtual learning environment in dental education

    NARCIS (Netherlands)

    de Boer, I.R.; Wesselink, P.R.; Vervoorn, J.M.

    2013-01-01

    Purpose To describe the development and opportunities for implementation of virtual teeth with and without pathology for use in a virtual learning environment in dental education. Material and methods The creation of virtual teeth begins by scanning a tooth with a cone beam CT. The resulting scan

  9. Student Preferences for Live versus Virtual Rats in a Learning Course

    Science.gov (United States)

    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…

  10. Virtual Reality and Learning: Where Is the Pedagogy?

    Science.gov (United States)

    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…

  11. Virtual Learning Environments and Learning Forms -experiments in ICT-based learning

    DEFF Research Database (Denmark)

    Helbo, Jan; Knudsen, Morten

    2004-01-01

    This paper report the main results of a three year experiment in ICT-based distance learning. The results are based on a full scale experiment in the education, Master of Industrial Information Technology (MII) and is one of many projects deeply rooted in the project Virtual Learning Environments...... didactic model has until now been a positive experience........ The main problem is that we do not find the same self regulatoring learning effect in the group work among the off-campus students as is the case for on-campus students. Based on feedback from evaluation questionnaires and discussions with the students didactic adjustments have been made. The revised...

  12. Cloud computing technologies applied in the virtual education of civil servants

    Directory of Open Access Journals (Sweden)

    Teodora GHERMAN

    2016-03-01

    Full Text Available From the perspective of education, e-learning through the use of Cloud Computing technologies represent one of the most important directions of educational software development, because Cloud Computing are in a rapid development and applies to all areas of the Information Society, including education. Systems require resources for virtual education on web platform (e-learning numerous hardware and software. The convenience of Internet learning, creating a learning environment based on web has become one of the strengths in virtual education research, including applied Cloud Computing technologies in virtual education of civil servants. The article presents Cloud Computing technologies as a platform for virtual education on web platforms, their advantages and disadvantages towards other technologies.

  13. Constructivist Learning Environment During Virtual and Real Laboratory Activities

    Directory of Open Access Journals (Sweden)

    Ari Widodo

    2017-04-01

    Full Text Available Laboratory activities and constructivism are two notions that have been playing significant roles in science education. Despite common beliefs about the importance of laboratory activities, reviews reported inconsistent results about the effectiveness of laboratory activities. Since laboratory activities can be expensive and take more time, there is an effort to introduce virtual laboratory activities. This study aims at exploring the learning environment created by a virtual laboratory and a real laboratory. A quasi experimental study was conducted at two grade ten classes at a state high school in Bandung, Indonesia. Data were collected using a questionnaire called Constructivist Learning Environment Survey (CLES before and after the laboratory activities. The results show that both types of laboratories can create constructivist learning environments. Each type of laboratory activity, however, may be stronger in improving certain aspects compared to the other. While a virtual laboratory is stronger in improving critical voice and personal relevance, real laboratory activities promote aspects of personal relevance, uncertainty and student negotiation. This study suggests that instead of setting one type of laboratory against the other, lessons and follow up studies should focus on how to combine both types of laboratories to support better learning.

  14. InSPAL: A Novel Immersive Virtual Learning Programme.

    Science.gov (United States)

    Byrne, Julia; Ip, Horace H S; Shuk-Ying Lau, Kate; Chen Li, Richard; Tso, Amy; Choi, Catherine

    2015-01-01

    In this paper we introduce The Interactive Sensory Program for Affective Learning (InSPAL) a pioneering virtual learning programme designed for the severely intellectually disabled (SID) students, who are having cognitive deficiencies and other sensory-motor handicaps, and thus need more help and attention in overcoming their learning difficulties. Through combining and integrating interactive media and virtual reality technology with the principles of art therapy and relevant pedagogical techniques, InSPAL aims to strengthen SID students' pre-learning abilities, promote their self-awareness, decrease behavioral interferences with learning as well as social interaction, enhance their communication and thus promote their quality of life. Results of our study show that students who went through our programme were more focused, and the ability to do things more independently increased by 15%. Moreover, 50% of the students showed a marked improvement in the ability to raise their hands in response, thus increasing their communication skills. The use of therapeutic interventions enabled a better control to the body, mind and emotions, resulting a greater performance and better participation.

  15. Promotion of self-directed learning using virtual patient cases.

    Science.gov (United States)

    Benedict, Neal; Schonder, Kristine; McGee, James

    2013-09-12

    To assess the effectiveness of virtual patient cases to promote self-directed learning (SDL) in a required advanced therapeutics course. Virtual patient software based on a branched-narrative decision-making model was used to create complex patient case simulations to replace lecture-based instruction. Within each simulation, students used SDL principles to learn course objectives, apply their knowledge through clinical recommendations, and assess their progress through patient outcomes and faculty feedback linked to their individual decisions. Group discussions followed each virtual patient case to provide further interpretation, clarification, and clinical perspective. Students found the simulated patient cases to be organized (90%), enjoyable (82%), intellectually challenging (97%), and valuable to their understanding of course content (91%). Students further indicated that completion of the virtual patient cases prior to class permitted better use of class time (78%) and promoted SDL (84%). When assessment questions regarding material on postoperative nausea and vomiting were compared, no difference in scores were found between the students who attended the lecture on the material in 2011 (control group) and those who completed the virtual patient case on the material in 2012 (intervention group). Completion of virtual patient cases, designed to replace lectures and promote SDL, was overwhelmingly supported by students and proved to be as effective as traditional teaching methods.

  16. Leadership Development through Virtual Action Learning: An Evaluation

    Science.gov (United States)

    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…

  17. Navigation and wayfinding in learning spaces in 3D virtual worlds

    OpenAIRE

    Minocha, Shailey; Hardy, Christopher

    2016-01-01

    There is a lack of published research on the design guidelines of learning spaces in virtual worlds. Therefore, when institutions aspire to create learning spaces in Second Life, there are few studies or guidelines to inform them except for individual case studies. The Design of Learning Spaces in 3D Virtual Environments (DELVE) project, funded by the Joint Information Systems Committee in the UK, was one of the first initiatives that identified through empirical investigations the usability ...

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

    Science.gov (United States)

    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…

  19. Virtual Reality Learning Activities for Multimedia Students to Enhance Spatial Ability

    Directory of Open Access Journals (Sweden)

    Rafael Molina-Carmona

    2018-04-01

    Full Text Available Virtual Reality is an incipient technology that is proving very useful for training different skills. Our hypothesis is that it is possible to design virtual reality learning activities that can help students to develop their spatial ability. To prove the hypothesis, we have conducted an experiment consisting of training the students using an on-purpose learning activity based on a virtual reality application and assessing the possible improvement of the students’ spatial ability through a widely accepted spatial visualization test. The learning activity consists of a virtual environment where some simple polyhedral shapes are shown and manipulated by moving, rotating and scaling them. The students participating in the experiment are divided into a control and an experimental group, carrying out the same learning activity with the only difference of the device used for the interaction: a traditional computer with screen, keyboard and mouse for the control group, and virtual reality goggles with a smartphone for the experimental group. To assess the experience, all the students have completed a spatial visualization test twice: just before performing the activities and four weeks later, once all the activities were performed. Specifically, we have used the well-known and widely used Purdue Spatial Visualization Test—Rotation (PSVT-R, designed to test rotational visualization ability. The results of the test show that there is an improvement in the test results for both groups, but the improvement is significantly higher in the case of the experimental group. The conclusion is that the virtual reality learning activities have shown to improve the spatial ability of the experimental group.

  20. Virtual Learning Environments and Learning Forms -experiments in ICT-based learning

    DEFF Research Database (Denmark)

    Helbo, Jan; Knudsen, Morten

    2004-01-01

    This paper report the main results of a three year experiment in ICT-based distance learning. The results are based on a full scale experiment in the education, Master of Industrial Information Technology (MII) and is one of many projects deeply rooted in the project Virtual Learning Environments...... and Learning forms (ViLL). The experiment was to transfer a well functioning on-campus engineering program based on project organized collaborative learning to a technology supported distance education program. After three years the experiments indicate that adjustments are required in this transformation....... The main problem is that we do not find the same self regulatoring learning effect in the group work among the off-campus students as is the case for on-campus students. Based on feedback from evaluation questionnaires and discussions with the students didactic adjustments have been made. The revised...

  1. Reconfiguring Course Design in Virtual Learning Environments

    DEFF Research Database (Denmark)

    Mullins, Michael; Zupancic, Tadeja

    2007-01-01

    for architectural students offers some innovative insights into experientially oriented educational interfaces. A comparative analysis of VIPA courses and project results are presented in the paper. Special attention in the discussion is devoted to the improvements of e-learning solutions in architecture......Although many administrators and educators are familiar with e-learning programs, learning management systems and portals, fewer may have experience with virtual distributed learning environments and their academic relevance. The blended learning experience of the VIPA e-learning project....... The criterion of the relation between the actual applicability of selected e-learning solutions and elements of collaborative educational interfaces with VR are taken into account. A system of e-learning applicability levels in program and course development and implementation of architectural tectonics...

  2. Stereopsis, Visuospatial Ability, and Virtual Reality in Anatomy Learning.

    Science.gov (United States)

    Luursema, Jan-Maarten; Vorstenbosch, Marc; Kooloos, Jan

    2017-01-01

    A new wave of virtual reality headsets has become available. A potential benefit for the study of human anatomy is the reintroduction of stereopsis and absolute size. We report a randomized controlled trial to assess the contribution of stereopsis to anatomy learning, for students of different visuospatial ability. Sixty-three participants engaged in a one-hour session including a study phase and posttest. One group studied 3D models of the anatomy of the deep neck in full stereoptic virtual reality; one group studied those structures in virtual reality without stereoptic depth. The control group experienced an unrelated virtual reality environment. A post hoc questionnaire explored cognitive load and problem solving strategies of the participants. We found no effect of condition on learning. Visuospatial ability however did impact correct answers at F (1) = 5.63 and p = .02. No evidence was found for an impact of cognitive load on performance. Possibly, participants were able to solve the posttest items based on visuospatial information contained in the test items themselves. Additionally, the virtual anatomy may have been complex enough to discourage memory based strategies. It is important to control the amount of visuospatial information present in test items.

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

    Science.gov (United States)

    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.

  4. Building Virtual Teams: Experiential Learning Using Emerging Technologies

    Science.gov (United States)

    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…

  5. Mechanism of Resource Virtualization in RCS for Multitask Stream Applications

    Directory of Open Access Journals (Sweden)

    L. Kirischian

    2010-01-01

    Full Text Available Virtualization of logic, routing, and communication resources in recent FPGA devices can provide a dramatic improvement in cost-efficiency for reconfigurable computing systems (RCSs. The presented work is “proof-of-concept” research for the virtualization of the above resources in partially reconfigurable FPGA devices with a tile-based architecture. The following aspects have been investigated, prototyped, tested, and analyzed: (i platform architecture for hardware support of the dynamic allocation of Application Specific Virtual Processors (ASVPs, (ii mechanisms for run-time on-chip ASVP assembling using virtual hardware Components (VHCs as building blocks, and (iii mechanisms for dynamic on-chip relocation of VHCs to predetermined slots in the target FPGA. All the above mechanisms and procedures have been implemented and tested on a prototype platform—MARS (multitask adaptive reconfigurable system using a Xilinx Virtex-4 FPGA. The on-chip communication infrastructure has been developed and investigated in detail, and its timing and hardware overhead were analyzed. It was determined that component relocation can be done without affecting the ASVP pipeline cycle time and throughput. The hardware overhead was estimated as relatively small compared to the gain of other performance parameters. Finally, industrial applications associated with next generation space-borne platforms are discussed, where the proposed approach can be beneficial.

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

    Science.gov (United States)

    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…

  7. Gender-Specific Covariations between Competencies, Interest and Effort during Science Learning in Virtual Environments.

    Science.gov (United States)

    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

  8. Toward Virtual Campuses: Collaborative Virtual Labs & Personalized Learning Services in a Real-Life Context

    OpenAIRE

    Tsekeridou, Sofia; Tiropanis, Thanassis; Christou, Ioannis; Vakilzadeh, Haleh

    2008-01-01

    Virtual campuses are gradually becoming a reality with the advances in e-learning and Web technologies, distributed systems and broadband communication, as well as the emerging needs of remote Universities for collaboration on offering common programs. The advances in grid-based distributed infrastructures have further significantly contributed to this fact providing optimized and real-time system performance and support for virtual communities even under synchronous distributed multi-user us...

  9. Musical journey: a virtual world gamification experience for music learning

    OpenAIRE

    Gomes, José; Figueiredo, Mauro; Amante, Lúcia

    2014-01-01

    Games are an integral part of the learning process of humans, in particular for children, who exploit the imagery as an intrinsic part of their lives. Features from games have been successfully implemented as a means to captivate and motivate students to perform learning at various levels of education in traditional schools. This paper presents a virtual world – Musical Journey – representing the Aesthetic Periods of Music History. This virtual environment allows students to freely explore an...

  10. ME science as mobile learning based on virtual reality

    Science.gov (United States)

    Fradika, H. D.; Surjono, H. D.

    2018-04-01

    The purpose of this article described about ME Science (Mobile Education Science) as mobile learning application learning of Fisika Inti. ME Science is a product of research and development (R&D) that was using Alessi and Trollip model. Alessi and Trollip model consists three stages that are: (a) planning include analysis of problems, goals, need, and idea of development product, (b) designing includes collecting of materials, designing of material content, creating of story board, evaluating and review product, (c) developing includes development of product, alpha testing, revision of product, validation of product, beta testing, and evaluation of product. The article describes ME Science only to development of product which include development stages. The result of development product has been generates mobile learning application based on virtual reality that can be run on android-based smartphone. These application consist a brief description of learning material, quizzes, video of material summery, and learning material based on virtual reality.

  11. ANALYSIS OF VIRTUAL ENVIRONMENT BENEFIT IN E-LEARNING

    Directory of Open Access Journals (Sweden)

    NOVÁK, Martin

    2013-06-01

    Full Text Available The analysis of the virtual environment assets towards the e-learning process improvements is mentioned in this article. The virtual environment was created within the solution of the project ‘Virtualization’ at the Faculty of Economics and Administration, University of Pardubice. The aim of this project was to eliminate the disproportion of free access to licensed software between groups of part-time and full-time students. The research was realized within selected subjects of the study program System Engineering and Informatics. The subjects were connected to the informatics, applied informatics, control and decision making. Student subject results, student feedback based on electronic questionnaire and data from log file of virtual server usage were compared and analysed. Based on analysis of virtualization possibilities the solution of virtual environment was implemented through Microsoft Terminal Server.

  12. The Effect of Virtual versus Traditional Learning in Achieving Competency-Based Skills

    Science.gov (United States)

    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.…

  13. Lessons learned from the birth and evolution of the EduFinland virtual community for educators

    Directory of Open Access Journals (Sweden)

    Kim Holmberg

    2012-03-01

    Full Text Available Educators around the world are experimenting with the possibilities virtual three dimensional worlds have for education and learning how to use these new environments efficiently. Virtual worlds have the potential to bring some new added value to education and educators can use them to create something that is not possible to do or show in traditional classrooms. Although a lot have been learned about virtual worlds and their potential, a lot more has to be learned before virtual worlds can become an integrated part of education on various levels. The article looks back at the birth and growth of the EduFinland community in the virtual world of Second Life and discusses lessons learned so far during the years of its existence.

  14. Investigating the virtual representation of human resources

    OpenAIRE

    Canko, Mert

    2015-01-01

    Despite all the advancements of software technologies to increase the productivity of companies, their capabilities to find solutions for certain problem domains are still limited. For the purpose of collaboratively addressing problems, which cannot be solved by algorithms alone, humans as computational units that are connected in a network of hardware and software resources, are therefore becoming increasingly popular. In this diploma thesis we investigate virtual representations of huma...

  15. VIRTUAL MODELING OF PHYSICAL EXPERIMENT FOR DISTANCE LEARNING SYSTEMS IN THE SECONDARY AND HIGHER PEDAGOGICAL SCHOOLS

    Directory of Open Access Journals (Sweden)

    Mykola V. Holovko

    2015-05-01

    Full Text Available The article investigates the state of the educational computer simulation and its modern features. It deals with psychological and didactic approaches to modeling in physics education and school physical experiment. It was considered the possible classification of computer models for distance learning system, as well as proposed the ways of implementing virtual experiment in distance education in physics. The main types of virtual modeling, the most widely used computer systems support in teaching physics, their possible application in teaching secondary school students were characterized. The peculiarities of distance education of future physics teachers by means of electronic teaching methods as a combination of integrated electronic educational resources and services were highlighted.

  16. The ALIVE Project: Astronomy Learning in Immersive Virtual Environments

    Science.gov (United States)

    Yu, K. C.; Sahami, K.; Denn, G.

    2008-06-01

    The Astronomy Learning in Immersive Virtual Environments (ALIVE) project seeks to discover learning modes and optimal teaching strategies using immersive virtual environments (VEs). VEs are computer-generated, three-dimensional environments that can be navigated to provide multiple perspectives. Immersive VEs provide the additional benefit of surrounding a viewer with the simulated reality. ALIVE evaluates the incorporation of an interactive, real-time ``virtual universe'' into formal college astronomy education. In the experiment, pre-course, post-course, and curriculum tests will be used to determine the efficacy of immersive visualizations presented in a digital planetarium versus the same visual simulations in the non-immersive setting of a normal classroom, as well as a control case using traditional classroom multimedia. To normalize for inter-instructor variability, each ALIVE instructor will teach at least one of each class in each of the three test groups.

  17. e-Learning Resource Brokers

    NARCIS (Netherlands)

    Retalis, Symeon; Papasalouros, Andreas; Avgeriou, Paris; Siassiakos, Kostas

    2004-01-01

    There is an exponentially increasing demand for provisioning of high-quality learning resources, which is not satisfied by current web technologies and systems. E-Learning Resource Brokers are a potential solution to this problem, as they represent the state-of-the-art in facilitating the exchange

  18. From Learning Object to Learning Cell: A Resource Organization Model for Ubiquitous Learning

    Science.gov (United States)

    Yu, Shengquan; Yang, Xianmin; Cheng, Gang; Wang, Minjuan

    2015-01-01

    This paper presents a new model for organizing learning resources: Learning Cell. This model is open, evolving, cohesive, social, and context-aware. By introducing a time dimension into the organization of learning resources, Learning Cell supports the dynamic evolution of learning resources while they are being used. In addition, by introducing a…

  19. Corporate Learning in a Virtual World

    Science.gov (United States)

    Cole, Anne; Berge, Zane L.

    2009-01-01

    Corporate training professionals led the explosion of e-learning solutions in the 1990s. Yet in 2008, as new generations of technology-savvy, computer games-oriented employees are entering the workforce, corporate training departments are far behind universities in exploring the use of virtual worlds like Second Life or Protosphere as platforms…

  20. Game-Like Language Learning in 3-D Virtual Environments

    Science.gov (United States)

    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…

  1. Language Learning in Virtual Reality Environments: Past, Present, and Future

    Science.gov (United States)

    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…

  2. Stereopsis, Visuospatial Ability, and Virtual Reality in Anatomy Learning

    Directory of Open Access Journals (Sweden)

    Jan-Maarten Luursema

    2017-01-01

    Full Text Available A new wave of virtual reality headsets has become available. A potential benefit for the study of human anatomy is the reintroduction of stereopsis and absolute size. We report a randomized controlled trial to assess the contribution of stereopsis to anatomy learning, for students of different visuospatial ability. Sixty-three participants engaged in a one-hour session including a study phase and posttest. One group studied 3D models of the anatomy of the deep neck in full stereoptic virtual reality; one group studied those structures in virtual reality without stereoptic depth. The control group experienced an unrelated virtual reality environment. A post hoc questionnaire explored cognitive load and problem solving strategies of the participants. We found no effect of condition on learning. Visuospatial ability however did impact correct answers at F(1=5.63 and p=.02. No evidence was found for an impact of cognitive load on performance. Possibly, participants were able to solve the posttest items based on visuospatial information contained in the test items themselves. Additionally, the virtual anatomy may have been complex enough to discourage memory based strategies. It is important to control the amount of visuospatial information present in test items.

  3. Immersive Learning Environment Using 3D Virtual Worlds and Integrated Remote Experimentation

    Directory of Open Access Journals (Sweden)

    Roderval Marcelino

    2013-01-01

    Full Text Available This project seeks to demonstrate the use of remote experimentation and 3D virtual environments applied to the teaching-learning in the areas of exact sciences-physics. In proposing the combination of remote experimentation and 3D virtual worlds in teaching-learning process, we intend to achieve greater geographic coverage, contributing to the construction of new methodologies of teaching support, speed of access and foremost motivation for students to continue in scientific study of the technology areas. The proposed architecture is based on a model implemented fully featured open source and open hardware. The virtual world was built in OpenSim software and integrated it a remote physics experiment called "electrical panel". Accessing the virtual world the user has total control of the experiment within the 3D virtual world.

  4. Students' perspectives on e-learning and the use of a virtual learning environment in dance education

    NARCIS (Netherlands)

    Leijen, Ä.|info:eu-repo/dai/nl/304838446; Admiraal, W.|info:eu-repo/dai/nl/120226340; Wildschut, L.; Simons, P.R.J.|info:eu-repo/dai/nl/068032994

    2008-01-01

    The aim of the study was to find out how dance students experienced learning in an international distance education program delivered in an e-learning format using a virtual learning environment platform. In order to organize the students’ experiences with the various learning assignments, we

  5. ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland

    2012-01-01

    Ternier, S., & Klemke, R. (2011). ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games (Version 1.0) [Software Documentation]. Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  6. ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland

    2012-01-01

    Ternier, S., & Klemke, R. (2011). ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games (Version 1.0) [Computer software]. Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  7. Effect of Virtual Analytical Chemistry Laboratory on Enhancing Student Research Skills and Practices

    Science.gov (United States)

    Bortnik, Boris; Stozhko, Natalia; Pervukhina, Irina; Tchernysheva, Albina; Belysheva, Galina

    2017-01-01

    This article aims to determine the effect of a virtual chemistry laboratory on university student achievement. The article describes a model of a laboratory course that includes a virtual component. This virtual component is viewed as a tool of student pre-lab autonomous learning. It presents electronic resources designed for a virtual laboratory…

  8. The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games

    NARCIS (Netherlands)

    Schrader, Claudia; Bastiaens, Theo

    2018-01-01

    Does the immersive design of an educational gaming environment affect learners’ virtual presence and how much do they learn? Does virtual presence affect learning? This study tries to answer these ques- tions by examining the differences in virtual presence and learning outcomes in two different

  9. Middle school students' learning of mechanics concepts through engagement in different sequences of physical and virtual experiments

    Science.gov (United States)

    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.

  10. Virtual HRD and National Culture: An Information Processing Perspective

    Science.gov (United States)

    Chung, Chih-Hung; Angnakoon, Putthachat; Li, Jessica; Allen, Jeff

    2016-01-01

    Purpose: The purpose of this study is to provide researchers with a better understanding of the cultural impact on information processing in virtual learning environment. Design/methodology/approach: This study uses a causal loop diagram to depict the cultural impact on information processing in the virtual human resource development (VHRD)…

  11. Extended Immersive Learning Environment: A Hybrid Remote/Virtual Laboratory

    Directory of Open Access Journals (Sweden)

    Lírio Shaeffer

    2010-09-01

    Full Text Available This paper presents a collaborative virtual learning environment, which includes technologies such as 3D virtual representations, learning and content management systems, remote experiments, and collaborative learning spaces, among others. It intends to facilitate the construction, management and sharing of knowledge among teachers and students, in a global perspective. The environment proposes the use of 3D social representations for accessing learning materials in a dynamic and interactive form, which is regarded to be closer to the physical reality experienced by teachers and students in a learning context. A first implementation of the proposed extended immersive learning environment, in the area of solid mechanics, is also described, including the access to theoretical contents and a remote experiment to determine the elastic modulus of a given object.These instructions give you basic guidelines for preparing camera-ready papers for conference proceedings. Use this document as a template if you are using Microsoft Word 6.0 or later. Otherwise, use this document as an instruction set. The electronic file of your paper will be formatted further. Define all symbols used in the abstract. Do not cite references in the abstract.

  12. Medical student use of digital learning resources.

    Science.gov (United States)

    Scott, Karen; Morris, Anne; Marais, Ben

    2018-02-01

    University students expect to use technology as part of their studies, yet health professional teachers can struggle with the change in student learning habits fuelled by technology. Our research aimed to document the learning habits of contemporary medical students during a clinical rotation by exploring the use of locally and externally developed digital and print self-directed learning resources, and study groups. We investigated the learning habits of final-stage medical students during their clinical paediatric rotation using mixed methods, involving learning analytics and a student questionnaire. Learning analytics tracked aggregate student usage statistics of locally produced e-learning resources on two learning management systems and mobile learning resources. The questionnaire recorded student-reported use of digital and print learning resources and study groups. The students made extensive use of digital self-directed learning resources, especially in the 2 weeks before the examination, which peaked the day before the written examination. All students used locally produced digital formative assessment, and most (74/98; 76%) also used digital resources developed by other institutions. Most reported finding locally produced e-learning resources beneficial for learning. In terms of traditional forms of self-directed learning, one-third (28/94; 30%) indicated that they never read the course textbook, and few students used face-to-face 39/98 (40%) or online 6/98 (6%) study groups. Learning analytics and student questionnaire data confirmed the extensive use of digital resources for self-directed learning. Through clarification of learning habits and experiences, we think teachers can help students to optimise effective learning strategies; however, the impact of contemporary learning habits on learning efficacy requires further evaluation. Health professional teachers can struggle with the change in student learning habits fuelled by technology. © 2017 John

  13. Cognitive ability predicts motor learning on a virtual reality game in patients with TBI.

    Science.gov (United States)

    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.

  14. Action Learning in Virtual Higher Education: Applying Leadership Theory

    Science.gov (United States)

    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,…

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

    Science.gov (United States)

    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…

  16. The Relation between Virtual Presence and Learning Outcomes in Serious Games – The Mediating Effect of Motivation

    Directory of Open Access Journals (Sweden)

    Claudia Schrader

    2014-02-01

    Full Text Available Does the immersive design of a serious game affect learners’ virtual presence? Does virtual presence improve learning? By identifying virtual presence as a variable that may determine learning outcomes, it is argued that computer gaming environments present a new challenge for researchers to investigate. Particularly, the effect of games on virtual presence might help designers to predict which instructional configurations will maximize learning performance. Results indicate that the serious game used as an example in this study leads to a strong form of virtual presence. Virtual presence enhanced retention and comprehension but not transfer. It also significantly increased learners’ motivation. Mediation analyses report that the positive relation between virtual presence, retention and comprehension is mediated through increased motivation. These findings suggest that the relation between all variables should be considered an important factor in the design of virtual worlds for learning.

  17. Designing Learning Resources in Synchronous Learning Environments

    DEFF Research Database (Denmark)

    Christiansen, Rene B

    2015-01-01

    Computer-mediated Communication (CMC) and synchronous learning environments offer new solutions for teachers and students that transcend the singular one-way transmission of content knowledge from teacher to student. CMC makes it possible not only to teach computer mediated but also to design...... and create new learning resources targeted to a specific group of learners. This paper addresses the possibilities of designing learning resources within synchronous learning environments. The empirical basis is a cross-country study involving students and teachers in primary schools in three Nordic...... Countries (Denmark, Sweden and Norway). On the basis of these empirical studies a set of design examples is drawn with the purpose of showing how the design fulfills the dual purpose of functioning as a remote, synchronous learning environment and - using the learning materials used and recordings...

  18. SPECIAL FEATURES OF VIRTUAL PRACTICE INTERACTIVE MEDIA DISCIPLINES FOR DISTANCE LEARNING

    Directory of Open Access Journals (Sweden)

    M.P. Mazur

    2010-08-01

    Full Text Available The features of the development of interactive virtual practical training courses for distance learning are examined in the article. The authors propose their own methods of development tools such disciplines as virtual simulation or video-on labs.

  19. Transgenic Learning for STEAM Subjects and Virtual Containers for OER

    Science.gov (United States)

    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.…

  20. Virtual Reality in Engineering Education: The Future of Creative Learning

    Directory of Open Access Journals (Sweden)

    Abdul-Hadi Ghazi Abulrub

    2011-12-01

    Full Text Available Virtual reality has achieved an adequate level of development for it to be considered in innovative applications such as education, training, and research in higher education. Virtual reality offers both opportunities and challenges for the educational sector. One of the challenges of virtual reality technology is the costs associated which have been unaffordable for educational institutes. However, in recent years, computer hardware and software development has made it more feasible to incorporate virtual reality technology into future teaching strategies. Despite the cost challenges, educational benefits of implementing virtual reality remain compelling. This paper explains virtual reality principle and describes the interactive educational environment developed at WMG, the University of Warwick. It also discusses the benefits of using state-of-the-art 3D photorealistic interactive and immersive virtual environment for engineering undergraduates and postgraduate teaching, learning and training.

  1. Empirical Evidence of Priming, Transfer, Reinforcement, and Learning in the Real and Virtual Trillium Trails

    Science.gov (United States)

    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,…

  2. Risks and opportunities of virtual learning: the experience of UOC

    Directory of Open Access Journals (Sweden)

    Adela Ros Híjar

    2001-06-01

    Full Text Available In this article, I have tried to give answers to the question of what the risks and opportunities of virtual learning are. In this sense, the UOC's experience has been of great value to analyse several key issues such as the new ways of accessing quality education, the new ways of participation, the new values of educational processes as well as some of the structural factors on which e-learning is based, but which place its very model in jeopardy. Direct observation of some key processes as well as contact with the main actors (e.g. students, teachers and technicians have provided valuable information about some factors to consider when analysing the social implications of virtual learning.

  3. Learning in Virtual Forest: A Forest Ecosystem in the Web-Based Learning Environment

    Science.gov (United States)

    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,…

  4. The Resource Mapping Algorithm of Wireless Virtualized Networks for Saving Energy in Ultradense Small Cells

    Directory of Open Access Journals (Sweden)

    Sai Zou

    2015-01-01

    Full Text Available As the current network is designed for peak loads, it results in insufficient resource utilization and energy waste. Virtualized technology makes it possible that intelligent energy perception network could be deployed and resource sharing could become an effective energy saving technology. How to make more small cells into sleeping state for energy saving in ultradense small cell system has become a research hot spot. Based on the mapping feature of virtualized network, a new wireless resource mapping algorithm for saving energy in ultradense small cells has been put forward when wireless resource amount is satisfied in every small cell. First of all, the method divides the virtual cells. Again through the alternate updating between small cell mapping and wireless resource allocation, least amount of small cells is used and other small cells turn into sleeping state on the premise of guaranteeing users’ QoS. Next, the energy consumption of the wireless access system, wireless resource utilization, and the convergence of the proposed algorithm are analyzed in theory. Finally, the simulation results demonstrate that the algorithm can effectively reduce the system energy consumption and required wireless resource amount under the condition of satisfying users’ QoS.

  5. 3D Interactions between Virtual Worlds and Real Life in an E-Learning Community

    Directory of Open Access Journals (Sweden)

    Ulrike Lucke

    2011-01-01

    Full Text Available Virtual worlds became an appealing and fascinating component of today's internet. In particular, the number of educational providers that see a potential for E-Learning in such new platforms increases. Unfortunately, most of the environments and processes implemented up to now do not exceed a virtual modelling of real-world scenarios. In particular, this paper shows that Second Life can be more than just another learning platform. A flexible and bidirectional link between the reality and the virtual world enables synchronous and seamless interaction between users and devices across both worlds. The primary advantages of this interconnection are a spatial extension of face-to-face and online learning scenarios and a closer relationship between virtual learners and the real world.

  6. Simulation based virtual learning environment in medical genetics counseling

    DEFF Research Database (Denmark)

    Makransky, Guido; Bonde, Mads T.; Wulff, Julie S. G.

    2016-01-01

    BACKGROUND: Simulation based learning environments are designed to improve the quality of medical education by allowing students to interact with patients, diagnostic laboratory procedures, and patient data in a virtual environment. However, few studies have evaluated whether simulation based...... the perceived relevance of medical educational activities. The results suggest that simulations can help future generations of doctors transfer new understanding of disease mechanisms gained in virtual laboratory settings into everyday clinical practice....... learning environments increase students' knowledge, intrinsic motivation, and self-efficacy, and help them generalize from laboratory analyses to clinical practice and health decision-making. METHODS: An entire class of 300 University of Copenhagen first-year undergraduate students, most with a major...

  7. Web-based e-learning and virtual lab of human-artificial immune system.

    Science.gov (United States)

    Gong, Tao; Ding, Yongsheng; Xiong, Qin

    2014-05-01

    Human immune system is as important in keeping the body healthy as the brain in supporting the intelligence. However, the traditional models of the human immune system are built on the mathematics equations, which are not easy for students to understand. To help the students to understand the immune systems, a web-based e-learning approach with virtual lab is designed for the intelligent system control course by using new intelligent educational technology. Comparing the traditional graduate educational model within the classroom, the web-based e-learning with the virtual lab shows the higher inspiration in guiding the graduate students to think independently and innovatively, as the students said. It has been found that this web-based immune e-learning system with the online virtual lab is useful for teaching the graduate students to understand the immune systems in an easier way and design their simulations more creatively and cooperatively. The teaching practice shows that the optimum web-based e-learning system can be used to increase the learning effectiveness of the students.

  8. Professional Learning in Unlikely Spaces: Social Media and Virtual Communities as Professional Development

    Directory of Open Access Journals (Sweden)

    Kathleen P. King

    2011-12-01

    Full Text Available In this case study, results demonstrate that an individual’s use of social media as professional learning spans understanding, networking, professional identity development, and transformative learning. Specifically, virtual online communities facilitated through social media provide professional networks, social relationships and learning beyond the scope of the individual’s usual experience. Case study method reveals strategies, extent, and impact of learning providing insight into this phenomenon. The significance of the research includes purposefully facilitating professional learning through informal learning contexts, including social media and online communities beyond technology-centric fields. Discussion and recommendations include using social media and virtual communities as instructional strategies for graduate studies and continued learning beyond formal education.

  9. Providing Learning Computing Labs using Hosting and Virtualization Technologies

    Directory of Open Access Journals (Sweden)

    Armide González

    2011-05-01

    Full Text Available This paper presents a computing hosting system to provide virtual computing laboratories for learning activities. This system is based on hosting and virtualization technologies. All the components used in its development are free software tools. The computing lab model provided by the system is a more sustainable and scalable alternative than the traditional academic computing lab, and it requires lower costs of installation and operation.

  10. Using Virtual Laboratories as Interactive Textbooks: Studies on Blended Learning in Biotechnology Classrooms

    Directory of Open Access Journals (Sweden)

    Hemalatha Sasidharakurup

    2015-07-01

    Full Text Available Virtual laboratories, an ICT-based initiative, is a new venture that is becoming more prevalent in universities for improving classroom education. With geographically remote and economically constrained institutes in India as the focus, we developed web-based virtual labs for virtualizing the wet-lab techniques and experiments with the aid of graphics favoured animations, mathematical simulators and remote triggered experimentations. In this paper, we analysed perceived usefulness of Biotechnology virtual labs amongst student groups and its role in improving the student’s performance when introduced as a learning tool in a blended classroom scenario. A pedagogical survey, via workshops and online feedback, was carried out among 600 university-level students and 100 remote users of various Indian universities. Comparing learning groups on usage of blended learning approach against a control group (traditional classroom methods and an experimental group (teacher-mediated virtual labs, our studies indicate augmented academic performance among students in blended environments. Findings also indicated usage of remotely-triggered labs aided enhancing interaction-based lab education enabling anytime-anywhere student participation scenarios.

  11. A Model Supported Interactive Virtual Environment for Natural Resource Sharing in Environmental Education

    Science.gov (United States)

    Barbalios, N.; Ioannidou, I.; Tzionas, P.; Paraskeuopoulos, S.

    2013-01-01

    This paper introduces a realistic 3D model supported virtual environment for environmental education, that highlights the importance of water resource sharing by focusing on the tragedy of the commons dilemma. The proposed virtual environment entails simulations that are controlled by a multi-agent simulation model of a real ecosystem consisting…

  12. Managing Human Resource Learning for Innovation

    DEFF Research Database (Denmark)

    Nielsen, Peter

    Managing human resource learning for innovation develops a systemic understanding of building innovative capabilities. Building innovative capabilities require active creation, coordination and absorption of useful knowledge and thus a cohesive management approach to learning. Often learning...... in organizations and work is approached without considerations on how to integrate it in the management of human resources. The book investigates the empirical conditions for managing human resources learning for innovation. With focus on innovative performance the importance of modes of innovation, clues...

  13. Effects of ICT Assisted Real and Virtual Learning on the Performance of Secondary School Students

    Science.gov (United States)

    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).…

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

    Science.gov (United States)

    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.…

  15. COMPUTER LEARNING SIMULATOR WITH VIRTUAL REALITY FOR OPHTHALMOLOGY

    Directory of Open Access Journals (Sweden)

    Valeria V. Gribova

    2013-01-01

    Full Text Available A toolset of a medical computer learning simulator for ophthalmology with virtual reality and its implementation are considered in the paper. The simulator is oriented for professional skills training for students of medical universities. 

  16. Game-Based Learning in an OpenSim-Supported Virtual Environment on Perceived Motivational Quality of Learning

    Science.gov (United States)

    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…

  17. The Virtual Xenbase: transitioning an online bioinformatics resource to a private cloud.

    Science.gov (United States)

    Karimi, Kamran; Vize, Peter D

    2014-01-01

    As a model organism database, Xenbase has been providing informatics and genomic data on Xenopus (Silurana) tropicalis and Xenopus laevis frogs for more than a decade. The Xenbase database contains curated, as well as community-contributed and automatically harvested literature, gene and genomic data. A GBrowse genome browser, a BLAST+ server and stock center support are available on the site. When this resource was first built, all software services and components in Xenbase ran on a single physical server, with inherent reliability, scalability and inter-dependence issues. Recent advances in networking and virtualization techniques allowed us to move Xenbase to a virtual environment, and more specifically to a private cloud. To do so we decoupled the different software services and components, such that each would run on a different virtual machine. In the process, we also upgraded many of the components. The resulting system is faster and more reliable. System maintenance is easier, as individual virtual machines can now be updated, backed up and changed independently. We are also experiencing more effective resource allocation and utilization. Database URL: www.xenbase.org. © The Author(s) 2014. Published by Oxford University Press.

  18. 3D Virtual Learning Environments in Education: A Meta-Review

    Science.gov (United States)

    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…

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

    Science.gov (United States)

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

    2014-12-01

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

  20. Virtualizing Resources for the Application Services and Framework Team

    Science.gov (United States)

    Varner, Justin T.; Crawford, Linda K.

    2010-01-01

    Virtualization is an emerging technology that will undoubtedly have a major impact on the future of Information Technology. It allows for the centralization of resources in an enterprise system without the need to make any changes to the host operating system, file system, or registry. In turn, this significantly reduces cost and administration, and provides a much greater level of security, compatibility, and efficiency. This experiment examined the practicality, methodology, challenges, and benefits of implementing the technology for the Launch Control System (LCS), and more specifically the Application Services (AS) group of the National Aeronautics and Space Administration (NASA) at the Kennedy Space Center (KSC). In order to carry out this experiment, I used several tools from the virtualization company known as VMWare; these programs included VMWare ThinApp, VMWare Workstation, and VMWare ACE. Used in conjunction, these utilities provided the engine necessary to virtualize and deploy applications in a desktop environment on any Windows platform available. The results clearly show that virtualization is a viable technology that can, when implemented properly, dramatically cut costs, enhance stability and security, and provide easier management for administrators.

  1. Development of Virtual Resource Based IoT Proxy for Bridging Heterogeneous Web Services in IoT Networks

    Directory of Open Access Journals (Sweden)

    Wenquan Jin

    2018-05-01

    Full Text Available The Internet of Things is comprised of heterogeneous devices, applications, and platforms using multiple communication technologies to connect the Internet for providing seamless services ubiquitously. With the requirement of developing Internet of Things products, many protocols, program libraries, frameworks, and standard specifications have been proposed. Therefore, providing a consistent interface to access services from those environments is difficult. Moreover, bridging the existing web services to sensor and actuator networks is also important for providing Internet of Things services in various industry domains. In this paper, an Internet of Things proxy is proposed that is based on virtual resources to bridge heterogeneous web services from the Internet to the Internet of Things network. The proxy enables clients to have transparent access to Internet of Things devices and web services in the network. The proxy is comprised of server and client to forward messages for different communication environments using the virtual resources which include the server for the message sender and the client for the message receiver. We design the proxy for the Open Connectivity Foundation network where the virtual resources are discovered by the clients as Open Connectivity Foundation resources. The virtual resources represent the resources which expose services in the Internet by web service providers. Although the services are provided by web service providers from the Internet, the client can access services using the consistent communication protocol in the Open Connectivity Foundation network. For discovering the resources to access services, the client also uses the consistent discovery interface to discover the Open Connectivity Foundation devices and virtual resources.

  2. Development of Virtual Resource Based IoT Proxy for Bridging Heterogeneous Web Services in IoT Networks.

    Science.gov (United States)

    Jin, Wenquan; Kim, DoHyeun

    2018-05-26

    The Internet of Things is comprised of heterogeneous devices, applications, and platforms using multiple communication technologies to connect the Internet for providing seamless services ubiquitously. With the requirement of developing Internet of Things products, many protocols, program libraries, frameworks, and standard specifications have been proposed. Therefore, providing a consistent interface to access services from those environments is difficult. Moreover, bridging the existing web services to sensor and actuator networks is also important for providing Internet of Things services in various industry domains. In this paper, an Internet of Things proxy is proposed that is based on virtual resources to bridge heterogeneous web services from the Internet to the Internet of Things network. The proxy enables clients to have transparent access to Internet of Things devices and web services in the network. The proxy is comprised of server and client to forward messages for different communication environments using the virtual resources which include the server for the message sender and the client for the message receiver. We design the proxy for the Open Connectivity Foundation network where the virtual resources are discovered by the clients as Open Connectivity Foundation resources. The virtual resources represent the resources which expose services in the Internet by web service providers. Although the services are provided by web service providers from the Internet, the client can access services using the consistent communication protocol in the Open Connectivity Foundation network. For discovering the resources to access services, the client also uses the consistent discovery interface to discover the Open Connectivity Foundation devices and virtual resources.

  3. Online virtual-patient cases versus traditional problem-based learning in advanced pharmacy practice experiences.

    Science.gov (United States)

    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.

  4. Synchronous collaboration of virtual and remote laboratories

    OpenAIRE

    Jara, Carlos A.; Candelas-Herías, Francisco A.; Torres, Fernando; Dormido Bencomo, Sebastián; Esquembre Martínez, Francisco

    2009-01-01

    Virtual and remote laboratories(VRLs) are e-learning resources which enhance the accessibility of experimental setups providing a distance teaching framework which meets the student's hands-on learning needs. In addition, online collaborative communication represents a practical and a constructivist method to transmit the knowledge and experience from the teacher to students, overcoming physical distance and isolation. Thus, the integration of learning environments in the form of VRLs inside ...

  5. Integration Between SCORM Learning Objects and the CIEMAT Virtual Elearning Platform; Integracion de Objetos de Aprendizaje SCORM con la Plataforma de Ensenanza Virtual del CIEMAT

    Energy Technology Data Exchange (ETDEWEB)

    Bailador Ferreras, M A; Troiani, S; Gonzalez Giralda, C; Llorente Herranz, C; Marco Arboli, M L

    2010-08-06

    New information and communications technologies have made a major contribution in the way of understanding the training needs, which have been involved in the change from the traditional teaching to the use of virtual learning platforms. Thus, Ciemat, has installed a virtual platform for education, in particular MOODLE in which have been installed some virtual contents developed with Flash. The next necessary step has been how to integrate the contents with the MOODLE virtual platform, following the aim to know the assessment for learning tracking of the learners. This document provides the technological facts for the integration of the flash virtual contents and the virtual platform in order to achieve the training process is efficiently evaluated. (Author) 5 refs.

  6. A Practical Guide, with Theoretical Underpinnings, for Creating Effective Virtual Reality Learning Environments

    Science.gov (United States)

    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…

  7. Implementation of 3D virtual learning environment to improve students’ cognitive achievement

    Science.gov (United States)

    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.

  8. Undergraduate Student Self-Efficacy and Perceptions of Virtual World Learning Experience

    Science.gov (United States)

    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…

  9. An Integration Architecture of Virtual Campuses with External e-Learning Tools

    Science.gov (United States)

    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…

  10. THE BLENDED LEARNING OF ELECTRICITY USING LEARNING OBJECTS IN ENGINEERING

    Directory of Open Access Journals (Sweden)

    Lilia Maria Siqueira

    2010-09-01

    Full Text Available This work presents a proposal for the blended learning of Electricity education in Engineering, using resources called learning objects. The experience occurred with students enrolled on the Electrical Engineering and Computer Engineering courses at PUCPR University. It made possible the contact with interdisciplinary themes related to the study of electricity and the professional curriculum contents. The learning objects, offered during the semester, were anchored on PUCPR’s proprietary virtual educational environment, called Eureka. The students’ evaluation results showed that the study through learning objects in a virtual environment is significant for learning.

  11. Validation of virtual learning object to support the teaching of nursing care systematization

    Directory of Open Access Journals (Sweden)

    Pétala Tuani Candido de Oliveira Salvador

    Full Text Available ABSTRACT Objective: to describe the content validation process of a Virtual Learning Object to support the teaching of nursing care systematization to nursing professionals. Method: 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. Results: 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. Conclusion: it is expected that the Virtual Object can support the teaching of nursing care systematization in light of appropriate and effective pedagogical approaches.

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

    Science.gov (United States)

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

    2017-06-01

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

  13. Elementary Science Instruction: Examining a Virtual Environment for Evidence of Learning, Engagement, and 21st Century Competencies

    Directory of Open Access Journals (Sweden)

    Terry K. Smith

    2014-03-01

    Full Text Available This mixed methods study examined the effectiveness of a virtual world curriculum for teaching elementary students complex science concepts and skills. Data were collected using pre- and post-content tests and a student survey of engaged learning, An additional survey collected teacher observations of 21st century competencies conducive to learning. The study involved a five-day intervention of fifteen 4th grade students in a small Midwestern school using a virtual science computer game from Arizona State University. Thirty elementary teachers from Australia, England, and the United States were surveyed on classroom observations of their elementary students working in the virtual world environment. Research questions guiding the virtual learning study were: (1 do pre- and post-content tests show significant learning in the virtual environment; (2 are students academically engaged during the learning process; and (3 are students actively demonstrating relevant 21st century competencies. The study supports prior research in game-based learning showing measureable learning results, highly engaged, motivated students, and observations of student behaviors conducive to learning science in school, namely collaboration, problem solving, critical thinking/inquiry, global awareness, and technology use.

  14. Generation and Application of Virtual Dynamic Learning Environments

    Directory of Open Access Journals (Sweden)

    Esther Zaretsky

    2009-04-01

    Full Text Available The generation of virtual dynamic learning environments by mental imagery improved physical education of student teachers. Up-to-date studies showed that training computerized simulations improved spatial abilities, especially visualization of the body's movements in space, and enhanced academic achievements. The main program of the research concentrated on creating teaching units focusing on a variety of physical skills through computerized dynamic presentations. The findings showed that as the student teachers practiced the creation of simulations through the PowerPoint Software, it became clear to them how the computer is related to physical activities. Consequently their presentations became highly animated, and applied to the natural environment. The student teachers applied their presentations in their practical classroom and reported about their pupils' progress in physical skills. Moreover the motivation of the student teachers and pupils to both modes of learning, manipulating virtually and physically, was enhanced.

  15. Design of a virtual PBL learning environment

    DEFF Research Database (Denmark)

    Kolmos, Anette; Qvist, Palle; Du, Xiangyun

    2006-01-01

    The technological development has created a need for engineers who are oriented towards a global market, have the ability to be involved in interdisciplinary professional and intercultural teams, and who possess lifelong learning competencies. This entails a demand for new educational programmes...... that are more student-centred. In order to support that development, a new master programme (60 European Credit Transfer System) the Master of Problem Based Learning (MPBL) has been established with the aim to improve engineering education. The master programme addresses staff and is an international distance...... programme capable of recruiting participants from all over the world. In terms of contents, it is organized exemplary according to the problem-based and project-based learning method and the participants have to experiment and develop their own teaching and curriculum. On the virtual learning side...

  16. Learning Icelandic Language and Culture in Virtual Reykjavik: Starting to Talk

    Science.gov (United States)

    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…

  17. The Virtual Learning Commons: Supporting the Fuzzy Front End of Scientific Research with Emerging Technologies

    Science.gov (United States)

    Pennington, D. D.; Gandara, A.; Gris, I.

    2012-12-01

    The Virtual Learning Commons (VLC), funded by the National Science Foundation Office of Cyberinfrastructure CI-Team Program, is a combination of Semantic Web, mash up, and social networking tools that supports knowledge sharing and innovation across scientific disciplines in research and education communities and networks. The explosion of scientific resources (data, models, algorithms, tools, and cyberinfrastructure) challenges the ability of researchers to be aware of resources that might benefit them. Even when aware, it can be difficult to understand enough about those resources to become potential adopters or re-users. Often scientific data and emerging technologies have little documentation, especially about the context of their use. The VLC tackles this challenge by providing mechanisms for individuals and groups of researchers to organize Web resources into virtual collections, and engage each other around those collections in order to a) learn about potentially relevant resources that are available; b) design research that leverages those resources; and c) develop initial work plans. The VLC aims to support the "fuzzy front end" of innovation, where novel ideas emerge and there is the greatest potential for impact on research design. It is during the fuzzy front end that conceptual collisions across disciplines and exposure to diverse perspectives provide opportunity for creative thinking that can lead to inventive outcomes. The VLC integrates Semantic Web functionality for structuring distributed information, mash up functionality for retrieving and displaying information, and social media for discussing/rating information. We are working to provide three views of information that support researchers in different ways: 1. Innovation Marketplace: supports users as they try to understand what research is being conducted, who is conducting it, where they are located, and who they collaborate with; 2. Conceptual Mapper: supports users as they organize their

  18. The Benefits and Barriers of Using Virtual Worlds to Engage Healthcare Professionals on Distance Learning Programmes

    Science.gov (United States)

    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…

  19. Facilitating 3D Virtual World Learning Environments Creation by Non-Technical End Users through Template-Based Virtual World Instantiation

    Science.gov (United States)

    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…

  20. Applying machine learning techniques for forecasting flexibility of virtual power plants

    DEFF Research Database (Denmark)

    MacDougall, Pamela; Kosek, Anna Magdalena; Bindner, Henrik W.

    2016-01-01

    network as well as the multi-variant linear regression. It is found that it is possible to estimate the longevity of flexibility with machine learning. The linear regression algorithm is, on average, able to estimate the longevity with a 15% error. However, there was a significant improvement with the ANN...... approach to investigating the longevity of aggregated response of a virtual power plant using historic bidding and aggregated behaviour with machine learning techniques. The two supervised machine learning techniques investigated and compared in this paper are, multivariate linear regression and single...... algorithm achieving, on average, a 5.3% error. This is lowered 2.4% when learning for the same virtual power plant. With this information it would be possible to accurately offer residential VPP flexibility for market operations to safely avoid causing further imbalances and financial penalties....

  1. Developing a Virtual Rock Deformation Laboratory

    Science.gov (United States)

    Zhu, W.; Ougier-simonin, A.; Lisabeth, H. P.; Banker, J. S.

    2012-12-01

    Experimental rock physics plays an important role in advancing earthquake research. Despite its importance in geophysics, reservoir engineering, waste deposits and energy resources, most geology departments in U.S. universities don't have rock deformation facilities. A virtual deformation laboratory can serve as an efficient tool to help geology students naturally and internationally learn about rock deformation. Working with computer science engineers, we built a virtual deformation laboratory that aims at fostering user interaction to facilitate classroom and outreach teaching and learning. The virtual lab is built to center around a triaxial deformation apparatus in which laboratory measurements of mechanical and transport properties such as stress, axial and radial strains, acoustic emission activities, wave velocities, and permeability are demonstrated. A student user can create her avatar to enter the virtual lab. In the virtual lab, the avatar can browse and choose among various rock samples, determine the testing conditions (pressure, temperature, strain rate, loading paths), then operate the virtual deformation machine to observe how deformation changes physical properties of rocks. Actual experimental results on the mechanical, frictional, sonic, acoustic and transport properties of different rocks at different conditions are compiled. The data acquisition system in the virtual lab is linked to the complied experimental data. Structural and microstructural images of deformed rocks are up-loaded and linked to different deformation tests. The integration of the microstructural image and the deformation data allows the student to visualize how forces reshape the structure of the rock and change the physical properties. The virtual lab is built using the Game Engine. The geological background, outstanding questions related to the geological environment, and physical and mechanical concepts associated with the problem will be illustrated on the web portal. In

  2. Integrating Music into Math in a Virtual Reality Game: Learning Fractions

    Science.gov (United States)

    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…

  3. Stereopsis, Visuospatial Ability, and Virtual Reality in Anatomy Learning

    OpenAIRE

    Luursema, Jan-Maarten; Vorstenbosch, Marc; Kooloos, Jan

    2017-01-01

    A new wave of virtual reality headsets has become available. A potential benefit for the study of human anatomy is the reintroduction of stereopsis and absolute size. We report a randomized controlled trial to assess the contribution of stereopsis to anatomy learning, for students of different visuospatial ability. Sixty-three participants engaged in a one-hour session including a study phase and posttest. One group studied 3D models of the anatomy of the deep neck in full stereoptic virtual ...

  4. Visualizing learner activities with a virtual learning environment

    DEFF Research Database (Denmark)

    Eskildsen, Søren; Rodil, Kasper; Rehm, Matthias

    2012-01-01

    This paper presents how to gain insights into children’s navigation of an interactive virtual learning environment and how that would benefit their educators. A prototype for logging user information as quantifiable data has been developed and deployed in an in-situ evaluation of the system...

  5. Students' Collective Knowledge Construction in the Virtual Learning Environment ""ToLigado"--Your School Interactive Newspaper"

    Science.gov (United States)

    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…

  6. Evaluation of Virtual Teaching-Learning Environments based on usability standards

    Directory of Open Access Journals (Sweden)

    Jose I. Cocunubo-Suarez

    2018-01-01

    Full Text Available The main objective of this review article is to determine the necessary sub-characteristics or aspects for the evaluation of Virtual Teaching-Learning Environments (VTLEs as final or finished products based on ISO 9126, 14598 and 25000-SQuaRE standards. A systematic information search was carried out. A total of 108 documents were retrieved about subjects such as web usability, virtual learning environments, usability, educational software, educational web evaluation, usability evaluation and web usability evaluation. Out of the 108 documents, 70 were selected by inclusion and exclusion analysis. The eight subfeatures of greater statistical frequency were identified among the subset of documents and then integrated as a proposal for standard 25000-SQuaRE.

  7. The Effect of Project Based Learning With Virtual Media Assistance on Student’s Creativity in Physics

    Directory of Open Access Journals (Sweden)

    Gunawan Gunawan

    2017-06-01

    Full Text Available Abstract: Physics learning should be able to provide opportunities for learners to be creative in understanding the things that learned. One of the efforts made to improve the quality of physics learning was to apply the model of project based learning with virtual media. This study aimed to examine the effect of virtual media-aided model toward students’ creativity. This quasi experimental study used pretest-posttest control group design. The research instrument used a verbal and figural creativity test which had been validated by experts. Hypothesis test used employed variance test. The increase in creativity was determined based on the results of the N-gain test. The results showed that there was an increase of students' creativity in both classes. The experiment class had a higher creativity increase than the control class. Verbal and figural creativity improved in both classes. Verbal creativity increased higher than figural creativity. This shows that the model of project based learning with virtual media that applied successfully improve the students’ creativity in physics learning. EFEKTIVITAS PENERAPAN MODEL PROJECT BASED LEARNING BERBANTUAN MEDIA VIRTUAL TERHADAP KREATIVITAS FISIKA PESERTA DIDIK Abstrak: Pembelajaran fisika seharusnya mampu memberikan peluang bagi peserta didik untuk berkreasi dalam memahami hal yang dipelajari. Salah satu upaya yang dilakukan untuk meningkatkan kualitas pembelajaran fisika adalah dengan menerapkan model project based learning berbantuan media virtual. Penelitian ini bertujuan menguji pengaruh model berbantuan media virtual terhadap kreativitas peserta didik. Penelitian kuasi eksperimen ini menggunakan pretest-posttest control group design. Instrumen penelitian menggunakan tes kreativitas verbal dan figural yang telah divalidasi oleh para ahli. Uji hipotesis menggunakan uji t polled varian. Peningkatan kreativitas ditentukan berdasarkan hasil uji N-gain. Hasil penelitian menunjukkan adanya

  8. Eliminating educational Inequality through e-learning: the case of Virtual University of Pakistan

    Directory of Open Access Journals (Sweden)

    Aisha Muhammad Din

    2014-11-01

    Full Text Available This study aims at examining the role of e-learning in combating the issues of inequality in terms of access and quality in the field of higher education in Pakistan. The education system in Pakistan is mainly characterized by educational disparity. The standard of education is directly proportional to the investment students make in the form of registration and fees. Another important issue is the non-availability of reputed educational institutes in small towns and villages. Unfortunately, very few people from rural areas have access to quality higher education. Virtual University of Pakistan through its distance e-learning mode has come forward to break this trend in social inequality by providing equal educational opportunities to all social classes through its affordable fee structure yet ensuring high standards of teaching. For the purpose of testing these assumptions with reference to a Virtual education system, the existing patterns of enrollment, income structure of guardian/students, professors’ profile, and alumni’s profile data were obtained from IT department of Virtual University of Pakistan. Descriptive statistics and independent sample t-test were used for data analysis. It could be ascertained from the conclusion that Virtual University of Pakistan has successfully broken the chain of educational inequality through its e-learning mode. In case of virtual education, discrimination on the basis of gender, social class and location, is no more applicable. The findings of current research have invalidated the existence of inequality in the e-learning system.

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

    Science.gov (United States)

    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.

  10. Attitude and Self-Efficacy Change: English Language Learning in Virtual Worlds

    Science.gov (United States)

    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…

  11. Virtual language learning environments: the standardization of evaluation

    Directory of Open Access Journals (Sweden)

    Francesca Romero Forteza

    2014-03-01

    Full Text Available Nowadays there are many approaches aimed at helping learners acquire knowledge through the Internet. Virtual Learning Environments (VLE facilitate the acquisition and practice of skills, but some of these learning platforms are not evaluated or do not follow a standard that guarantees the quality of the tasks involved. In this paper, we set out a proposal for the standardization of the evaluation of VLEs available on the World Wide Web. Thus, the main objective of this study is to establish an evaluation template with which to test whether a VLE is appropriate for computer-assisted language learning (CALL. In the methodology section, a learning platform is analysed and tested to establish the characteristics learning platforms must have. Having established the design of the template for language learning environments, we concluded that a VLE must be versatile enough for application with different language learning and teaching approaches.

  12. E-Learning System for Learning Virtual Circuit Making with a Microcontroller and Programming to Control a Robot

    Science.gov (United States)

    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…

  13. PGDnet: A New Problem-Solving Virtual Learning Environment

    Science.gov (United States)

    Gomez, Emilio; Rodriguez-Marciel, Cristina

    2012-01-01

    The purpose of this paper was to provide information about the virtual learning environment known as PGDnet (the Spanish acronym for "Plataforma de Gestion Docente" or Educational Management Platform in English), which was developed by the innovative education group at the Technical University of Madrid known as "Nuevas metodologias…

  14. Virtual patients on the semantic Web: a proof-of-application study.

    Science.gov (United States)

    Dafli, Eleni; Antoniou, Panagiotis; Ioannidis, Lazaros; Dombros, Nicholas; Topps, David; Bamidis, Panagiotis D

    2015-01-22

    Virtual patients are interactive computer simulations that are increasingly used as learning activities in modern health care education, especially in teaching clinical decision making. A key challenge is how to retrieve and repurpose virtual patients as unique types of educational resources between different platforms because of the lack of standardized content-retrieving and repurposing mechanisms. Semantic Web technologies provide the capability, through structured information, for easy retrieval, reuse, repurposing, and exchange of virtual patients between different systems. An attempt to address this challenge has been made through the mEducator Best Practice Network, which provisioned frameworks for the discovery, retrieval, sharing, and reuse of medical educational resources. We have extended the OpenLabyrinth virtual patient authoring and deployment platform to facilitate the repurposing and retrieval of existing virtual patient material. A standalone Web distribution and Web interface, which contains an extension for the OpenLabyrinth virtual patient authoring system, was implemented. This extension was designed to semantically annotate virtual patients to facilitate intelligent searches, complex queries, and easy exchange between institutions. The OpenLabyrinth extension enables OpenLabyrinth authors to integrate and share virtual patient case metadata within the mEducator3.0 network. Evaluation included 3 successive steps: (1) expert reviews; (2) evaluation of the ability of health care professionals and medical students to create, share, and exchange virtual patients through specific scenarios in extended OpenLabyrinth (OLabX); and (3) evaluation of the repurposed learning objects that emerged from the procedure. We evaluated 30 repurposed virtual patient cases. The evaluation, with a total of 98 participants, demonstrated the system's main strength: the core repurposing capacity. The extensive metadata schema presentation facilitated user exploration

  15. Virtual Manipulatives: Tools for Teaching Mathematics to Students with Learning Disabilities

    Science.gov (United States)

    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)…

  16. Does Narrative Feedback Enhance Children's Motor Learning in a Virtual Environment?

    Science.gov (United States)

    Levac, Danielle E; Lu, Amy S

    2018-04-30

    Augmented feedback has motivational and informational functions in motor learning, and is a key feature of practice in a virtual environment (VE). This study evaluated the impact of narrative (story-based) feedback as compared to standard feedback during practice of a novel task in a VE on typically developing children's motor learning, motivation and engagement. Thirty-eight children practiced navigating through a virtual path, receiving narrative or non-narrative feedback following each trial. All participants improved their performance on retention but not transfer, with no significant differences between groups. Self-reported engagement was associated with acquisition, retention and transfer for both groups. A narrative approach to feedback delivery did not offer an additive benefit; additional affective advantages of augmented feedback for motor learning in VEs should be explored.

  17. Multi-modal Virtual Scenario Enhances Neurofeedback Learning

    Directory of Open Access Journals (Sweden)

    Avihay Cohen

    2016-08-01

    Full Text Available In the past decade neurofeedback has become the focus of a growing body of research. With real-time fMRI enabling on-line monitoring of emotion related areas such as the amygdala, many have begun testing its therapeutic benefits. However most existing neurofeedback procedures still use monotonic uni-modal interfaces, thus possibly limiting user engagement and weakening learning efficiency. The current study tested a novel multi-sensory neurofeedback animated scenario aimed at enhancing user experience and improving learning. We examined whether relative to a simple uni-modal 2D interface, learning via an interface of complex multi-modal 3D scenario will result in improved neurofeedback learning. As a neural-probe, we used the recently developed fMRI-inspired EEG model of amygdala activity (amygdala-EEG finger print; amygdala-EFP, enabling low-cost and mobile limbic neurofeedback training. Amygdala-EFP was reflected in the animated scenario by the unrest level of a hospital waiting-room in which virtual characters become impatient, approach the admission-desk and complain loudly. Successful down-regulation was reflected as an ease in the room unrest-level. We tested whether relative to a standard uni-modal 2D graphic thermometer interface, this animated scenario could facilitate more effective learning and improve the training experience. Thirty participants underwent two separated neurofeedback sessions (one-week apart practicing down-regulation of the amygdala-EFP signal. In the first session, half trained via the animated scenario and half via a thermometer interface. Learning efficiency was tested by three parameters: (a effect-size of the change in amygdala-EFP following training, (b sustainability of the learned down-regulation in the absence of online feedback, and (c transferability to an unfamiliar context. Comparing amygdala-EFP signal amplitude between the last and the first neurofeedback trials revealed that the animated scenario

  18. VirRAD - The virtual radiopharmacy - a virtual learning community in radiopharmacy

    International Nuclear Information System (INIS)

    Mather, S.J.

    2002-01-01

    VirRAD is a new research project funded by the Information Society Technologies programme of the Fifth RTD Framework Programme of the European Union. The aim of VirRAD is to develop an Internet-based virtual learning environment for Radiopharmacy which will facilitate learning and understanding in the speciality at all levels both within and outside the radiopharmaceutical community. The final structure of VirRAD is yet to be decided and will be determined by the needs and desires of its ultimate participants, however it is expected to include multimedia teaching modules for distance learning applications, 3-D simulations of specialised equipment and complex techniques used in radiopharmaceutical preparation and research as well as improved systems of peer-to-peer and student-to-tutor communication and information retrieval. To be as useful and effective as possible VirRAD needs ideas and suggestions from the Nuclear Medicine community. A mechanism for obtaining such input and feedback will be an integral part of the development process

  19. Virtual Spaces: Employing a Synchronous Online Classroom to Facilitate Student Engagement in Online Learning

    Directory of Open Access Journals (Sweden)

    J. Lynn McBrien

    2009-06-01

    Full Text Available This research study is a collaborative project between faculty in social foundations, special education, and instructional technology in which we analyze student data from six undergraduate and graduate courses related to the use of a virtual classroom space. Transactional distance theory (Moore & Kearsley, 1996 operates as our theoretical framework as we explore the role of a virtual classroom in distance education and analyze the ways in which a synchronous learning environment affects students’ learning experiences. Elluminate Live! was the software employed in the virtual classroom. In this analysis, particular themes emerged related to dialogue, structure, and learner autonomy. In addition, students rated convenience, technical issues, and pedagogical preferences as important elements in their learning experiences. The article discusses these themes as a contribution to reducing the “distance” that students experience in online learning and to developing quality distance education experiences for students in higher education.

  20. Learning Competencies Used In the U.S. Navy’s Virtual Schoolhouse Learning Environment

    Science.gov (United States)

    2016-12-01

    system for which they are receiving training. Self -paced practice on newly-learned skills is also typically unavailable in a Navy classroom setting... communication and collaborative skills by using virtual learning applications. We must understand these differences and opportunities in order to design... self - esteem , and ability to control his or her own destiny. Students who are confident in their own abilities are more likely to succeed

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

    Science.gov (United States)

    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…

  2. COLLABORATIVE AND SELF-DIRECTED LEARNING IN A VIRTUAL CAMPUS ENVIRONMENT: A POTENTIAL SOLUTION FOR OUR YEARS?

    Directory of Open Access Journals (Sweden)

    Alina Cristina DAMIAN

    2014-02-01

    Full Text Available In the current society, where the information flow has a big impact on the learner, and the learning methods differ from student to student, it is important to understand a virtual campus and its benefits. Nobody can doubt the impact of the new technologies on the educational system. In this new reality, universities must learn to work and collaborate with other universities or groups of interest in order to prepare learners to meet the requirements of the 21st century.  The solution can be a virtual campus that offers powerful tools, access to content and services, personal learning environment, enabling the student to acquire information and learn new skills. This article offers on overview of a virtual campus and the prototype of learner that is suitable for it. The accent falls on two of the skills that a learner must have: self directed learning and of course collaborative learning. The first concept refers to the learner’s capabilities to be responsible of his decisions regarding the learning process and to take the initiative while the second one is based on the fact that a virtual campus is built on collaborative processes that engage stakeholders to interact and learn from each other.

  3. Marshaling Resources: A Classic Grounded Theory Study of Online Learners

    Directory of Open Access Journals (Sweden)

    Barbara Yalof

    2014-06-01

    Full Text Available Classic grounded theory (CGT was used to identify a main concern of online students in higher education. One of the main impediments to studying online is a sense of isolation and lack of access to support systems as students navigate through complex requirements of their online programs. Hypothetical probability statements illustrate the imbalance between heightened needs of virtual learners and perceived inadequate support provided by educational institutions. The core variable, marshaling resources, explains how peer supports sustain motivation toward successful program completion. Understanding the critical contribution virtual interpersonal networks make towards maximizing resources by group problem solving is a significant aspect of this theory. Keywords: Online learning, e-learning, personal learning networks, peer networks

  4. The acceptance and use of a virtual learning environment in China

    NARCIS (Netherlands)

    Raaij, van E.M.; Schepers, J.J.L.

    2008-01-01

    The success of a virtual learning environment (VLE) depends to a considerable extent on student acceptance and use of such an e-learning system. After critically assessing models of technology adoption, including the Technology Acceptance Model (TAM), TAM2, and the Unified Theory of Acceptance and

  5. Comparative analysis of machine learning methods in ligand-based virtual screening of large compound libraries.

    Science.gov (United States)

    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.

  6. 78 FR 57921 - Patch International, Inc., QuadTech International, Inc., Strategic Resources, Ltd., and Virtual...

    Science.gov (United States)

    2013-09-20

    ... International, Inc., Strategic Resources, Ltd., and Virtual Medical Centre, Inc.; Order of Suspension of Trading... lack of current and accurate information concerning the securities of Virtual Medical Centre, Inc... October 1, 2013. By the Commission. Jill M. Peterson, Assistant Secretary. [FR Doc. 2013-23043 Filed 9-18...

  7. The virtual asthma guideline e-learning program: learning effectiveness and user satisfaction.

    Science.gov (United States)

    Kang, Sung-Yoon; Kim, Sae-Hoon; Kwon, Yong-Eun; Kim, Tae-Bum; Park, Hye-Kyung; Park, Heung-Woo; Chang, Yoon-Seok; Jee, Young-Koo; Moon, Hee-Bom; Min, Kyung-Up; Cho, Sang-Heon

    2018-05-01

    Effective educational tools are important for increasing adherence to asthma guidelines and clinical improvement of asthma patients. We developed a computer-based interactive education program for asthma guideline named the Virtual Learning Center for Asthma Management (VLCAM). We evaluated the usefulness of program in terms of its effects on user awareness of asthma guideline and level of satisfaction. Physicians-in-training at tertiary hospitals in Korea were enrolled in a cross-sectional questionnaire survey. The e-learning program on asthma guideline was conducted over a 2-week period. We investigated changes in the awareness of asthma guideline using 35-item self-administered questionnaire aiming at assessing physicians' knowledge, attitude, and practice. Satisfaction with the program was scored on 4-point Likert scales. A total of 158 physicians-in-training at six tertiary hospitals completed the survey. Compared with baseline, the overall awareness obtained from the scores of knowledge, attitude, and practice was improved significantly. Participants were satisfied with the VLCAM program in the following aspects: helpfulness, convenience, motivation, effectiveness, physicians' confidence, improvement of asthma management, and willingness to recommend. All items in user satisfaction questionnaires received high scores over 3 points. Moreover, the problem-based learning with a virtual patient received the highest user satisfaction among all parts of the program. Our computer-based e-learning program is useful for improving awareness of asthma management. It could improve adherence to asthma guidelines and enhance the quality of asthma care.

  8. Sensorimotor Learning during a Marksmanship Task in Immersive Virtual Reality

    Directory of Open Access Journals (Sweden)

    Hrishikesh M. Rao

    2018-02-01

    Full Text Available Sensorimotor learning refers to improvements that occur through practice in the performance of sensory-guided motor behaviors. Leveraging novel technical capabilities of an immersive virtual environment, we probed the component kinematic processes that mediate sensorimotor learning. Twenty naïve subjects performed a simulated marksmanship task modeled after Olympic Trap Shooting standards. We measured movement kinematics and shooting performance as participants practiced 350 trials while receiving trial-by-trial feedback about shooting success. Spatiotemporal analysis of motion tracking elucidated the ballistic and refinement phases of hand movements. We found systematic changes in movement kinematics that accompanied improvements in shot accuracy during training, though reaction and response times did not change over blocks. In particular, we observed longer, slower, and more precise ballistic movements that replaced effort spent on corrections and refinement. Collectively, these results leverage developments in immersive virtual reality technology to quantify and compare the kinematics of movement during early learning of full-body sensorimotor orienting.

  9. Sensorimotor Learning during a Marksmanship Task in Immersive Virtual Reality.

    Science.gov (United States)

    Rao, Hrishikesh M; Khanna, Rajan; Zielinski, David J; Lu, Yvonne; Clements, Jillian M; Potter, Nicholas D; Sommer, Marc A; Kopper, Regis; Appelbaum, Lawrence G

    2018-01-01

    Sensorimotor learning refers to improvements that occur through practice in the performance of sensory-guided motor behaviors. Leveraging novel technical capabilities of an immersive virtual environment, we probed the component kinematic processes that mediate sensorimotor learning. Twenty naïve subjects performed a simulated marksmanship task modeled after Olympic Trap Shooting standards. We measured movement kinematics and shooting performance as participants practiced 350 trials while receiving trial-by-trial feedback about shooting success. Spatiotemporal analysis of motion tracking elucidated the ballistic and refinement phases of hand movements. We found systematic changes in movement kinematics that accompanied improvements in shot accuracy during training, though reaction and response times did not change over blocks. In particular, we observed longer, slower, and more precise ballistic movements that replaced effort spent on corrections and refinement. Collectively, these results leverage developments in immersive virtual reality technology to quantify and compare the kinematics of movement during early learning of full-body sensorimotor orienting.

  10. Putting the PLE into PLD: Virtual Professional Learning and Development

    Directory of Open Access Journals (Sweden)

    Hazel Owen

    2014-05-01

    Full Text Available 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 October 2009 by the NZ Ministry of Education, who also funded the project. The findings from the pilot of the VPLD program in 2010 indicated that when professional learning was situated within the practitioner's context, and with complementary, easily-accessible opportunities for sharing of practice within an online Community of Practice, participants demonstrated high levels of engagement as well as changes in their own teaching practice. The VPLD Programme was facilitated and researched again during 2011, building on findings from 2010. Findings to date suggest that the educators developed a sense of self-efficacy that motivated them to trial alternative approaches, and to initiate iterative cycles of trial, error, and improvement.

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

    Science.gov (United States)

    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…

  12. Use of Signaling to Integrate Desktop Virtual Reality and Online Learning Management Systems

    Science.gov (United States)

    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…

  13. Situated learning in virtual simulations: Researching the authentic dimension in virtual worlds

    OpenAIRE

    Falconer, L.

    2013-01-01

    This paper describes and discusses a case study of postgraduate students undertaking accident investigation and risk assessment exercises in an online virtual world as part of their course curriculum. These exercises were constructed to overcome the ethical and practical barriers inherent in real-world exercises. In particular this paper focusses upon the potential of such exercises to facilitate the authentic dimension of situated learning and identifies some of the factors that affect the s...

  14. Machine-learning scoring functions to improve structure-based binding affinity prediction and virtual screening.

    Science.gov (United States)

    Ain, Qurrat Ul; Aleksandrova, Antoniya; Roessler, Florian D; Ballester, Pedro J

    2015-01-01

    Docking tools to predict whether and how a small molecule binds to a target can be applied if a structural model of such target is available. The reliability of docking depends, however, on the accuracy of the adopted scoring function (SF). Despite intense research over the years, improving the accuracy of SFs for structure-based binding affinity prediction or virtual screening has proven to be a challenging task for any class of method. New SFs based on modern machine-learning regression models, which do not impose a predetermined functional form and thus are able to exploit effectively much larger amounts of experimental data, have recently been introduced. These machine-learning SFs have been shown to outperform a wide range of classical SFs at both binding affinity prediction and virtual screening. The emerging picture from these studies is that the classical approach of using linear regression with a small number of expert-selected structural features can be strongly improved by a machine-learning approach based on nonlinear regression allied with comprehensive data-driven feature selection. Furthermore, the performance of classical SFs does not grow with larger training datasets and hence this performance gap is expected to widen as more training data becomes available in the future. Other topics covered in this review include predicting the reliability of a SF on a particular target class, generating synthetic data to improve predictive performance and modeling guidelines for SF development. WIREs Comput Mol Sci 2015, 5:405-424. doi: 10.1002/wcms.1225 For further resources related to this article, please visit the WIREs website.

  15. Virtual partitioning for robust resource sharing: computational techniques for heterogeneous traffic

    NARCIS (Netherlands)

    Borst, S.C.; Mitra, D.

    1998-01-01

    We consider virtual partitioning (VP), which is a scheme for sharing a resource among several traffic classes in an efficient, fair, and robust manner. In the preliminary design stage, each traffic class is allocated a nominal capacity, which is based on expected offered traffic and required quality

  16. Cooperative Learning in Virtual Environments: The Jigsaw Method in Statistical Courses

    Science.gov (United States)

    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…

  17. Network Analysis of a Virtual Community of Learning of Economics Educators

    Science.gov (United States)

    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…

  18. Metodologías que optimizan la comunicación en entornos de aprendizaje virtual Methodologies to Improve Communication in Virtual Learning Environments

    Directory of Open Access Journals (Sweden)

    Sonia Rodríguez Fernández

    2010-03-01

    Full Text Available Los principales avances educativos y el actual auge de los modelos de formación se deben a la incorporación de las tecnologías de la información y la comunicación, así como a la aplicación de elementos pedagógicos provenientes de aproximación sociocultural. Desde este enfoque educativo, la comunicación es un elemento esencial en los procesos de aprendizaje y enseñanza, por tanto, estas herramientas, entendidas como artefactos tecnológicos de producción cultural, ofrecen un excelente soporte innovador, permitiendo contar con entornos virtuales de aprendizaje, como las ofrecidas por las plataformas para el aprendizaje colaborativo mediado por ordenador (CSCL que favorecen la comunicación, la mediación y la construcción compartida del conocimiento (coconstrucción. La comunicación virtual es uno de los aspectos esenciales en la formación a distancia como también lo es la formación semipresencial (blended learning, que comienza a adquirir un importante papel en contextos presenciales que utilizan estos entornos como instancias complementarias destinadas a extender la clase fuera de las fronteras del aula. En este sentido, es relevante un aporte de las diversas experiencias telemáticas de aprendizaje que usan modalidades de aprendizaje cooperativo o colaborativo en entornos virtuales. En el trabajo que presentamos se organizan y describen experiencias de aprendizaje cooperativo y colaborativo mediado por ordenador con estudiantes de diferentes niveles educativos. Los resultados y conclusiones de dichas experiencias evidencian una mejora de habilidades sociales, habilidades comunicativas, motivación y rendimiento académico independientemente del tipo de modalidad de aprendizaje compartido.The main advances in education and the current expansion of training models are due to the incorporation of information and communication technologies (ICTs, as well as pedagogical elements arising from the socio-cultural approach

  19. Evaluation of knowledge transfer in an immersive virtual learning environment for the transportation community.

    Science.gov (United States)

    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 ...

  20. ANCS: Achieving QoS through Dynamic Allocation of Network Resources in Virtualized Clouds

    Directory of Open Access Journals (Sweden)

    Cheol-Ho Hong

    2016-01-01

    Full Text Available To meet the various requirements of cloud computing users, research on guaranteeing Quality of Service (QoS is gaining widespread attention in the field of cloud computing. However, as cloud computing platforms adopt virtualization as an enabling technology, it becomes challenging to distribute system resources to each user according to the diverse requirements. Although ample research has been conducted in order to meet QoS requirements, the proposed solutions lack simultaneous support for multiple policies, degrade the aggregated throughput of network resources, and incur CPU overhead. In this paper, we propose a new mechanism, called ANCS (Advanced Network Credit Scheduler, to guarantee QoS through dynamic allocation of network resources in virtualization. To meet the various network demands of cloud users, ANCS aims to concurrently provide multiple performance policies; these include weight-based proportional sharing, minimum bandwidth reservation, and maximum bandwidth limitation. In addition, ANCS develops an efficient work-conserving scheduling method for maximizing network resource utilization. Finally, ANCS can achieve low CPU overhead via its lightweight design, which is important for practical deployment.

  1. Virtualization in the Operations Environments

    Science.gov (United States)

    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.

  2. Content Management for the Virtual Library

    Directory of Open Access Journals (Sweden)

    Ed Salazar

    2006-09-01

    Full Text Available Traditional, larger libraries can rely on their physical collection, coffee shops, and study rooms as ways to entice patrons into their library. Yet virtual libraries merely have their online presence to attract students to resources. This can only be achieved by providing a fully functional site that is well designed and organized, allowing patrons to navigate and locate information easily. One such technology significantly improving the overall usefulness of Web sites is a content management system (CMS. Although the CMS is not a novel technology per se, it is a technology smaller libraries cannot afford to ignore. In the fall of 2004, the Northcentral University Electronic Learning Resources Center (ELRC, a small, virtual library, moved from a static to a database-driven Web site. This article explains the importance of a CMS for the virtual or smaller library and describes the methodology used by ELRC to complete the project.

  3. Teachers’ interactions and mathematics learning within a virtual environment

    Directory of Open Access Journals (Sweden)

    Aline Terra Salles

    2012-09-01

    Full Text Available The use of information and communication technology brings new ways of enrolment and motivation of individuals. These technologies have been an important vehicle for sharing information and constitute various communities. For this reason, it is necessary analysis of learning in virtual environments. The aim of this article focuses on the analysis of teachers interactions in the environment Virtual Math Team (VMT-Chat in addressing one problem of taxicab geometry. We study learning through different forms of participation of individuals within the environment. The results shows that the identification of different types of interlocution (evaluative, interpretative, informative and negociative allows the teacher the creation of strategies to contribute with the continuity of the debate and to promote the development of mathematical ideas emerged from interlocutions. The analysis also illustrates how teachers interacted online with the use of combinatorial analysis on the metric in taxicab geometry.

  4. ASSESSMENT OF STUDENT LEARNING IN VIRTUAL SPACES, USING ORDERS OF COMPLEXITY IN LEVELS OF THINKING

    Directory of Open Access Journals (Sweden)

    Jose CAPACHO

    2017-04-01

    Full Text Available 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 virtual environment. The student carries out IO in his/her virtual formation process based on KI. Both instruments of knowledge and intellectual operations can be mathematically modelled by using functions of increasing complexity order. These functions represent the student’s learning change. This paper main contribution is to show that these functions let the student go from a concrete thinking to a formal one in his/her virtual learning process. The research showed that 47% of the students moved from a concrete thinking level to the formal thinking level.

  5. Pedagogical Challenges of Spoken English Learning in the Second Life Virtual World: A Case Study

    Science.gov (United States)

    Zhang, Haisen

    2013-01-01

    As one of the emerging technologies, the Second Life virtual world provides learners of English as a Foreign Language with a unique opportunity of learning authentic language with native and non-native speakers of English in a virtual environment. It enables them to learn the target language in a real-life-like social communication environment. To…

  6. Constructing a Successful Cross-National Virtual Learning Environment in Primary and Secondary Education

    NARCIS (Netherlands)

    Ligorio, Maria Beatrice; van Veen, Klaas

    2006-01-01

    Virtual environments are more and more used in primary schools. One of the most interesting potentialities of these environments is to foster cross-national applications. Yet, this specific feature is not fully exploited. This paper presents a successful virtual learning environment for primary

  7. Integrative learning for practicing adaptive resource management

    Directory of Open Access Journals (Sweden)

    Craig A. McLoughlin

    2015-03-01

    Full Text Available Adaptive resource management is a learning-by-doing approach to natural resource management. Its effective practice involves the activation, completion, and regeneration of the "adaptive management cycle" while working toward achieving a flexible set of collaboratively identified objectives. This iterative process requires application of single-, double-, and triple-loop learning, to strategically modify inputs, outputs, assumptions, and hypotheses linked to improving policies, management strategies, and actions, along with transforming governance. Obtaining an appropriate balance between these three modes of learning has been difficult to achieve in practice and building capacity in this area can be achieved through an emphasis on reflexive learning, by employing adaptive feedback systems. A heuristic reflexive learning framework for adaptive resource management is presented in this manuscript. It is built on the conceptual pillars of the following: stakeholder driven adaptive feedback systems; strategic adaptive management (SAM; and hierarchy theory. The SAM Reflexive Learning Framework (SRLF emphasizes the types, roles, and transfer of information within a reflexive learning context. Its adaptive feedback systems enhance the facilitation of single-, double-, and triple-loop learning. Focus on the reflexive learning process is further fostered by streamlining objectives within and across all governance levels; incorporating multiple interlinked adaptive management cycles; having learning as an ongoing, nested process; recognizing when and where to employ the three-modes of learning; distinguishing initiating conditions for this learning; and contemplating practitioner mandates for this learning across governance levels. The SRLF is a key enabler for implementing the "adaptive management cycle," and thereby translating the theory of adaptive resource management into practice. It promotes the heuristics of adaptive management within a cohesive

  8. Virtual Workshop Experiences for Faculty: Lessons Learned from On the Cutting Edge

    Science.gov (United States)

    McDaris, J. R.; Kirk, K. B.; Mogk, D. W.; Bruckner, M. Z.

    2010-12-01

    access. In terms of best practices, the most important lesson learned is the need to make the experience as “real” as possible so that participants stay engaged and feel connected to the workshop experience. This can be accomplished by making the presentations interactive, continued leader participation in threaded discussions and break out groups, and providing multiple channels for contribution and participation. Despite some initial hesitation in jumping into a virtual environment, participants gained experience and became more comfortable with collaboration via online technologies. Participants had access to their own scientific and instructional materials at their home offices, and as a result could design and complete new teaching resources more effectively during the workshop. Peer review of new instructional resources was also completed during the workshop, and virtual networks were established to support continuing work. Online workshops can be used to effectively minimize costs, extend participation, build and sustain community networks, and develop thematic collections of instructional resources and activities. Based on the success of the 2010 workshops, more online workshops are planned for the coming years.

  9. Distance Learning for Students with Special Needs through 3D Virtual Learning

    Science.gov (United States)

    Laffey, James M.; Stichter, Janine; Galyen, Krista

    2014-01-01

    iSocial is a 3D Virtual Learning Environment (3D VLE) to develop social competency for students who have been identified with High-Functioning Autism Spectrum Disorders. The motivation for developing a 3D VLE is to improve access to special needs curriculum for students who live in rural or small school districts. The paper first describes a…

  10. Investigating Learners' Attitudes toward Virtual Reality Learning Environments: Based on a Constructivist Approach

    Science.gov (United States)

    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…

  11. A virtual environment for medical radiation collaborative learning.

    Science.gov (United States)

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

    2015-06-01

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

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

    Science.gov (United States)

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

    2013-01-01

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

  13. Ambientes virtuais de aprendizagem: implicações epistemológicas Virtual learning environments: epistemological implications

    Directory of Open Access Journals (Sweden)

    Vera Menezes de O Paiva

    2010-12-01

    Full Text Available Este texto apresenta algumas visões epistemológicas - objetivismo, subjetivismo e experiencialismo -, em uma tentativa de compreender os conceitos de conhecimento e de aprendizagem subjacentes à construção de ambientes virtuais de aprendizagem. Apresenta, também, uma descrição de três plataformas de aprendizagem gratuitas - AulaNet, Moodle e TeleEduc - e enfatiza que outras ferramentas do internet pode ser adicionadas a esses ambientes educacionais virtuais, de forma a propiciar mais experiências de aprendizagem. Finalmente, conclui que o ambiente virtual retira os professores do palco da aprendizagem, pois eles também podem aprender com os alunos.This text presents some epistemological views - objectivism, subjectivism and experientialism - aiming at understanding the concepts of knowledge and learning which underlay the construction of virtual learning environments. It also presents a description of three free learning software - AulaNet, Moodle and TeleEduc - and emphasizes that other internet tools can be added to those virtual educational environments in order to offer more learning experiences. Finally, it concludes that learning environments remove teachers from the learning stage as they can also learn with the students.

  14. Stereopsis, Visuospatial Ability, and Virtual Reality in Anatomy Learning

    NARCIS (Netherlands)

    Luursema, J.M.; Vorstenbosch, M.A.; Kooloos, J.G.M.

    2017-01-01

    A new wave of virtual reality headsets has become available. A potential benefit for the study of human anatomy is the reintroduction of stereopsis and absolute size. We report a randomized controlled trial to assess the contribution of stereopsis to anatomy learning, for students of different

  15. The influence of an online virtual situated environment on a Chinese learning community

    Directory of Open Access Journals (Sweden)

    Kuo-En Chang

    2012-03-01

    Full Text Available This study used an online virtual environment to create and develop a Chinese learning community. The purposes of research were (1 to enhance the Chinese learners’ oral Chinese communication skills and (2 to change the community members’ Chinese speaking and teaching behavior. This is an action research. The research tried to create a community in a virtual environment. The research results showed that (1 a virtual community can enhance learner’s Chinese competence, and (2 future Chinese teachers’ instructional and leading skills can be developed in a virtual community situation.

  16. Improving Teaching and Learning of Computer Programming through the Use of the Second Life Virtual World

    Science.gov (United States)

    Esteves, Micaela; Fonseca, Benjamim; Morgado, Leonel; Martins, Paulo

    2011-01-01

    The emergence of new technologies such as three-dimensional virtual worlds brings new opportunities for teaching and learning. We conducted an action research approach to the analysis of how teaching and learning of computer programming at the university level could be developed within the Second Life virtual world. Results support the notion that…

  17. Primary and Secondary Virtual Learning in New Zealand: Examining Barriers to Achieving Maturity

    Science.gov (United States)

    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…

  18. Learning to Communicate in a Virtual World: The Case of a JFL Classroom

    Science.gov (United States)

    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…

  19. Motivational interviewing workshop in a virtual world: learning as avatars.

    Science.gov (United States)

    Shershneva, Marianna; Kim, Ji-Hye; Kear, Cynthia; Heyden, Robin; Heyden, Neil; Lee, Jay; Mitchell, Suzanne

    2014-04-01

    Limited research has been done to understand outcomes of continuing medical education offered in three-dimensional, immersive virtual worlds. We studied a case of a virtual world workshop on motivational interviewing (MI) applied to smoking cessation counseling and its educational impact. To facilitate content development and evaluation, we specified desired MI competencies. The workshop consisted of three sessions, which included lectures, practice with standardized patients, and chat interactions. Data were collected from 13 primary care physicians and residents through workshop observation, and pre- and 3-month post-workshop telephone/Skype interviews and interactions with standardized patients. Interactions with standardized patients were assessed by an expert using a validated MI tool and by standardized patients using a tool developed for this study. For 11 participants who attended two or three sessions, we conducted paired-samples t tests comparing mean differences between the competency scores before and after the workshop. Expert assessment showed significant improvement on six of seven MI competencies. All participants reported learning new knowledge and skills, and nine described incorporating new learning into their clinical practice. Practicing MI with standardized patients and/or observing others' practice appeared to be the most helpful workshop component. The evaluated workshop had positive impact on participants' competencies and practice as related to MI applied to smoking cessation counseling. Our findings support further exploration of three-dimensional virtual worlds as learning environments for continuing medical education.

  20. How to Do Things with Mouse Clicks: Applying Austin's Speech Act Theory to Explain Learning in Virtual Worlds

    Science.gov (United States)

    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…

  1. Using Virtual Worlds to Identify Multidimensional Student Engagement in High School Foreign Language Learning Classrooms

    Science.gov (United States)

    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…

  2. eLearning resources to supplement postgraduate neurosurgery training.

    Science.gov (United States)

    Stienen, Martin N; Schaller, Karl; Cock, Hannah; Lisnic, Vitalie; Regli, Luca; Thomson, Simon

    2017-02-01

    In an increasingly complex and competitive professional environment, improving methods to educate neurosurgical residents is key to ensure high-quality patient care. Electronic (e)Learning resources promise interactive knowledge acquisition. We set out to give a comprehensive overview on available eLearning resources that aim to improve postgraduate neurosurgical training and review the available literature. A MEDLINE query was performed, using the search term "electronic AND learning AND neurosurgery". Only peer-reviewed English-language articles on the use of any means of eLearning to improve theoretical knowledge in postgraduate neurosurgical training were included. Reference lists were crosschecked for further relevant articles. Captured parameters were the year, country of origin, method of eLearning reported, and type of article, as well as its conclusion. eLearning resources were additionally searched for using Google. Of n = 301 identified articles by the MEDLINE search, n = 43 articles were analysed in detail. Applying defined criteria, n = 28 articles were excluded and n = 15 included. Most articles were generated within this decade, with groups from the USA, the UK and India having a leadership role. The majority of articles reviewed existing eLearning resources, others reported on the concept, development and use of generated eLearning resources. There was no article that scientifically assessed the effectiveness of eLearning resources (against traditional learning methods) in terms of efficacy or costs. Only one article reported on satisfaction rates with an eLearning tool. All authors of articles dealing with eLearning and the use of new media in neurosurgery uniformly agreed on its great potential and increasing future use, but most also highlighted some weaknesses and possible dangers. This review found only a few articles dealing with the modern aspects of eLearning as an adjunct to postgraduate neurosurgery training. Comprehensive

  3. Comparison of student achievement among two science laboratory types: traditional and virtual

    Science.gov (United States)

    Reese, Mary Celeste

    Technology has changed almost every aspect of our daily lives. It is not surprising then that technology has made its way into the classroom. More and more educators are utilizing technological resources in creative ways with the intent to enhance learning, including using virtual laboratories in the sciences in place of the "traditional" science laboratories. This has generated much discussion as to the influence on student achievement when online learning replaces the face-to-face contact between instructor and student. The purpose of this study was to discern differences in achievement of two laboratory instruction types: virtual laboratory and a traditional laboratory. Results of this study indicate statistical significant differences in student achievement defined by averages on quiz scores in virtual labs compared with traditional face-to-face laboratories and traditional laboratories result in greater student learning gains than virtual labs. Lecture exam averages were also greater for students enrolled in the traditional laboratories compared to students enrolled in the virtual laboratories. To account for possible differences in ability among students, a potential extraneous variable, GPA and ACT scores were used as covariates.

  4. Collaborative Work in Virtual Learning Environments: Some Reflections and Prospects of Students

    Directory of Open Access Journals (Sweden)

    Francisco Mora-Vicariol

    2016-05-01

    Full Text Available The collaborative work in virtual learning environments becomes more relevant at a time when technology is used intensively. This paper shows the results of research conducted at the Universidad Estatal a Distancia (UNED in Costa Rica, about students’ perceptions around the concept and implications of collaborative work in two online courses provided by Dirección de Extensión Universitaria (Dirextu. The aim of this study is to establish the difference between collaborative work and group work as well as knowing the tools that can be used to promote this type of activity in virtual learning environments. The methodology used for this article applied a survey to two groups of students, each belonging to two different virtual courses of the Dirección de Extensión Universitaria (Dirextu. This study was based on quantitative research and applied an instrument with open and closed questions. The analysis process of the results was performed with the help of tables and figures (graphs. Finally, the study exposes a series of conclusions and recommendations among which we highlight the following: students do like collaborative activities because they diversify the teaching modes and improve the learning styles.

  5. Bringing the Real World in: Reflection on Building a Virtual Learning Environment

    Science.gov (United States)

    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…

  6. Improving Performance to Engineering Students through Virtual Labs and its Monitoring in Cockpit

    Directory of Open Access Journals (Sweden)

    Leandro Rosniak Tibola

    2014-10-01

    Full Text Available Modern education needs use all resources to improve teaching-learning process. To achieve this goal, technology can be a sharp allied. Especially to the engineering education, which seeks the balance among theoretical and practice lessons. Thus, many universities are using the virtual labs and virtual worlds 3D like way to support the student's learning and enrich the teaching methods. High tech classes, broadband communication, mobility and ubiquity aren't enough if the student's engagement can't be measured. This work presents a proposal to monitor the virtual lab use by students, showing the educational parameters in a graphical interface, following the suitable pedagogical concepts.

  7. Effects of virtual water flow on regional water resources stress: A case study of grain in China.

    Science.gov (United States)

    Sun, Shikun; Wang, Yubao; Engel, Bernie A; Wu, Pute

    2016-04-15

    Scarcity of water resources is one of the major challenges in the world, particularly for the main water consumer, agriculture. Virtual water flow (VWF) promotes water redistribution geographically and provides a new solution for resolving regional water shortage and improving water use efficiency in the world. Virtual water transfer among regions will have a significant influence on the water systems in both grain export and import regions. In order to assess the impacts of VWF related grain transfer on regional water resources conditions, the study takes mainland China as study area for a comprehensive evaluation of virtual water flow on regional water resources stress. Results show that Northeast China and Huang-Huai-Hai region are the major grain production regions as well as the major virtual water export regions. National water savings related to grain VWF was about 58Gm(3), with 48Gm(3) blue water and 10Gm(3) green water. VWF changes the original water distribution and has a significant effect on water resources in both virtual water import and export regions. Grain VWF significantly increased water stress in grain export regions and alleviated water stress in grain import regions. Water stress index (WSI) of Heilongjiang and Inner Mongolia has been increased by 138% and 129% due to grain export. Stress from water shortages is generally severe in export regions, and issues with the sustainability of grain production and VWF pattern are worthy of further exploration. Copyright © 2016 Elsevier B.V. All rights reserved.

  8. Mobile learning in resource-constrained environments: a case study of medical education.

    Science.gov (United States)

    Pimmer, Christoph; Linxen, Sebastian; Gröhbiel, Urs; Jha, Anil Kumar; Burg, Günter

    2013-05-01

    The achievement of the millennium development goals may be facilitated by the use of information and communication technology in medical and health education. This study intended to explore the use and impact of educational technology in medical education in resource-constrained environments. A multiple case study was conducted in two Nepalese teaching hospitals. The data were analysed using activity theory as an analytical basis. There was little evidence for formal e-learning, but the findings indicate that students and residents adopted mobile technologies, such as mobile phones and small laptops, as cultural tools for surprisingly rich 'informal' learning in a very short time. These tools allowed learners to enhance (a) situated learning, by immediately connecting virtual information sources to their situated experiences; (b) cross-contextual learning by documenting situated experiences in the form of images and videos and re-using the material for later reflection and discussion and (c) engagement with educational content in social network communities. By placing the students and residents at the centre of the new learning activities, this development has begun to affect the overall educational system. Leveraging these tools is closely linked to the development of broad media literacy, including awareness of ethical and privacy issues.

  9. Second Life: A Virtual Learning Center for the Study of Sharks

    Directory of Open Access Journals (Sweden)

    Tryfonas Papadamou

    2011-06-01

    Full Text Available In this work the educational capabilities of the virtual world Second Life are researched and tested. A virtual world is constructed to support education for sustainable development. The life and characteristics of the shark is studied as this fish has received a lot of negative publicity and is in the danger of extinction. A virtual museum was developed for this purpose. The research question is focused on whether it can be used effectively in a modern classroom and how difficult is for an educator to develop such an application. To achieve that, a number of learning activities were developed, a number of on line questionnaires were issued and a series of virtual meetings were held. Teachers used the application and answered the questionnaires. The entire effort was attempted through Internet exclusively.

  10. A Layered Component-Based Architecture of a Virtual Learning Environment

    NARCIS (Netherlands)

    Avgeriou, Paris; Retalis, Simos; Skordalakis, Manolis; Psaromiligos, Yiannis

    2001-01-01

    There exists an urgent demand on defining architectures for Virtual Learning Environments (VLEs), so that high-level frameworks for understanding these systems can be discovered, portability, interoperability and reusability can be achieved and adaptability over time can be accomplished. In this

  11. THE USE OF OPEN EDUCATIONAL RESOURCES IN ONLINE LEARNING: A Study of Students’ Perception

    Directory of Open Access Journals (Sweden)

    Meirani HARSASI

    2015-07-01

    Full Text Available Universitas Terbuka (UT is Indonesia’s higher education institution which implements distance education system. The term distance implies that learning is not performed face-to-face but there is geographically separation between students and teacher. Therefore, UT must provide many kinds of learning modes and learning support. To facilitate students in their learning process, UT provides an e-learning system named online tutorial. This tutorial is provided for all courses which are designed in 8 sessions of virtual class. Students can learn, discuss, and ask to the teacher via this mode of learning. As the development of methods in e-learning, the use of open educational resources (OER has increasing these days. Learning materials can be taken easily and freely from internet. UT also utilize OER in it’s learning process, especially in e-learning. The aim of this study was to collect data from students about their acceptance of integrating OER into e-learning. The use of OER is perceived by students as something interesting because it’s new for them and can help them to have a better understanding about a topic. The results also showed that video has found as the most interesting OER for students. Other results, limitation and suggestion from students about integrating OER into e-learning also will be discussed in this paper.

  12. Using a Virtual Learning Environment to Manage Group Projects: A Case Study

    Science.gov (United States)

    Cleary, Yvonne; Marcus-Quinn, Ann

    2008-01-01

    Virtual Learning Environments (VLEs) are increasingly used by Higher Education Institutions to manage and enhance teaching and learning, and research. Discussion, chat, scheduling, and other collaboration tools make VLEs especially useful systems for designing and managing complex group projects. In the spring semester of 2006, students at the…

  13. Fundamental Research in Engineering Education. Student Learning in Industrially Situated Virtual Laboratories

    Science.gov (United States)

    Koretsky, Milo D.; Kelly, Christine; Gummer, Edith

    2011-01-01

    The instructional design and the corresponding research on student learning of two virtual laboratories that provide an engineering task situated in an industrial context are described. In this problem-based learning environment, data are generated dynamically based on each student team's distinct choices of reactor parameters and measurements.…

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

    Science.gov (United States)

    Jardines, José B

    2008-01-01

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

  15. Social Networking: A Collaborative Open Educational Resource

    Science.gov (United States)

    Toetenel, Lisette

    2014-01-01

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

  16. Simulation of patient encounters using a virtual patient in periodontology instruction of dental students: design, usability, and learning effects in history-taking skills

    DEFF Research Database (Denmark)

    Janda, M.S.; Mattheos, N.; Nattestad, A.

    2004-01-01

    computer-assisted learning, effectiveness of learning, health education, patient simulation, virtual patient......computer-assisted learning, effectiveness of learning, health education, patient simulation, virtual patient...

  17. Comparing two methods of education (virtual versus traditional) on learning of Iranian dental students: a post-test only design study.

    Science.gov (United States)

    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.

  18. Examining the Real Merits of the Virtual Microscope

    Science.gov (United States)

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

    2017-04-01

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

  19. The Importance of a Teacher in a Distance Education and the Progressive Methods of Teaching in a Virtual Learning Environment

    Directory of Open Access Journals (Sweden)

    Olga Miščenko

    2014-12-01

    Full Text Available The purpose of the article is to analyze the experience of the first work years of teaching the students, who study by distance, to compare other authors’ experience and to examine the advantages of Moodle virtual learning environment (VLE, searching for new applications of it. The relevance of e-learning is noted. It is affirmed that metacognitive learning strategies are typical for learning foreign languages in virtual environment. It is said that the Internet is a tool that ensures studies by distance. It is said that raising the qualification and learning by distance allows a responsible employee to improve foreign language skills while lifelong learning. VLE adaptability for teaching and studying English is being discussed. It is stated that the Internet conditions all types of methods in the virtual environment, application, and its existence expands and deepens the learning approach. In the paper it is claimed that the Moodle VLE function is to improve the learning process to ensure a high level of expertise and the objectivity of assessment. Studying in conventional way and in the virtual environment are briefly compared. Moodle virtual learning environment application objectives to learning outcomes, emphasizing the importance of the traditional teaching methods, the student’s responsibility to call attention to the learning process and system characteristics are defined. It is noted that learning in the virtual environment is based on the principles of epistemology, therefore the Moodle system meets the didactic tasks. The virtual learning environment possibilities ensure a very good feedback and increase students’ motivation, and, consequently, that provides better knowledge. It is emphasized that while teaching by distance, the teacher’s responsibility, his role in the development of educational material and the course tasks have increased. Some specific cases for various forms of studies and exercises to perform in the

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

    Science.gov (United States)

    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…

  1. Professional Learning in Unlikely Spaces: Social Media and Virtual Communities as Professional Development

    OpenAIRE

    Kathleen P. King

    2011-01-01

    In this case study, results demonstrate that an individual’s use of social media as professional learning spans understanding, networking, professional identity development, and transformative learning. Specifically, virtual online communities facilitated through social media provide professional networks, social relationships and learning beyond the scope of the individual’s usual experience. Case study method reveals strategies, extent, and impact of learning providing insight into this phe...

  2. Virtual Learning Environments on the Go: CALL Meets MALL

    Science.gov (United States)

    Arús Hita, Jorge

    2016-01-01

    This paper presents "Eating out," a Moodle-based digital learning resource for English as a Foreign Language (EFL) teaching that can be run both on computers and mobile devices. It is argued that Mobile Assisted Language Learning (MALL) resources do not necessarily need to be specifically designed for such platforms. Rather, a carefully…

  3. Virtual reality training versus blended learning of laparoscopic cholecystectomy

    DEFF Research Database (Denmark)

    Nickel, Felix; Brzoska, Julia Anja; Gondan, Matthias

    2015-01-01

    Objective: This study compared virtual reality (VR) training with low cost blended learning (BL) in a structured training program. Background: Training of laparoscopic skills outside the operating room is mandatory to reduce operative times and risks. Methods: Laparoscopy-naïve medical students...... were randomized in two groups stratified for gender. The BL group (n = 42) used E-learning for laparoscopic cholecystectomy (LC) and practiced basic skills with box trainers. The VR group (n = 42) trained basic skills and LC on the LAP Mentor II (Simbionix, Cleveland, USA). Each group trained 3×4 hours...

  4. Learning, Teaching and Ambiguity in Virtual Worlds

    Science.gov (United States)

    Carr, Diane; Oliver, Martin; Burn, Andrew

    What might online communities and informal learning practices teach us about virtual world pedagogy? In this chapter we describe a research project in which learning practices in online worlds such as World of Warcraft and Second LifeTM (SL) were investigated. Working within an action research framework, we employed a range of methods to investigate how members of online communities define the worlds they encounter, negotiate the terms of participation, and manage the incremental complexity of game worlds. The implications of such practices for online pedagogy were then explored through teaching in SL. SL eludes simple definitions. Users, or "residents", of SL partake of a range of pleasures and activities - socialising, building, creating and exhibiting art, playing games, exploring, shopping, or running a business, for instance. We argue that the variable nature of SL gives rise to degrees of ambiguity. This ambiguity impacts on inworld social practices, and has significant implications for online teaching and learning.

  5. Armagh Observatory - Historic Building Information Modelling for Virtual Learning in Building Conservation

    Science.gov (United States)

    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.

  6. Promoting the Learning Mobility of Future Workers: Experiments with Virtual Placements in University-Business Arrangements.

    NARCIS (Netherlands)

    van Dorp, C.A.; Herrero de Egaña y Espinosa de los Monteros, A.; Lansu, A.; Kocsis Baán, M.; Virkus, S.

    2011-01-01

    Virtual placements are learning arrangements, which generate new possibilities for accumulating professional (work-based) knowledge. Virtual placements are beneficial in many ways; they merit increased training opportunities, exposure to not/never-thought-of occupations, integration of disadvantaged

  7. An Interdisciplinary Design Project in Second Life: Creating a Virtual Marine Science Learning Environment

    Science.gov (United States)

    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,…

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

    Science.gov (United States)

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

    2012-01-01

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

  9. Teaching and Learning Logic Programming in Virtual Worlds Using Interactive Microworld Representations

    Science.gov (United States)

    Vosinakis, Spyros; Anastassakis, George; Koutsabasis, Panayiotis

    2018-01-01

    Logic Programming (LP) follows the declarative programming paradigm, which novice students often find hard to grasp. The limited availability of visual teaching aids for LP can lead to low motivation for learning. In this paper, we present a platform for teaching and learning Prolog in Virtual Worlds, which enables the visual interpretation and…

  10. Students' Personal Networks in Virtual and Personal Learning Environments: A Case Study in Higher Education Using Learning Analytics Approach

    Science.gov (United States)

    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…

  11. The reality of virtual learning for nurses in the largest integrated health care system in the nation.

    Science.gov (United States)

    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.

  12. Pupil Science Learning in Resource-Based e-Learning Environments

    Science.gov (United States)

    So, Wing-mui Winnie; Ching, Ngai-ying Fiona

    2011-01-01

    With the rapid expansion of broadband Internet connection and availability of high performance yet low priced computers, many countries around the world are advocating the adoption of e-learning, the use of computer technology to improve learning and teaching. The trend of e-learning has urged many teachers to incorporate online resources in their…

  13. FACTORS THAT PROMOTE THE DEFECTION OF THE VIRTUAL CLASSROOM

    OpenAIRE

    Jenniz La Madriz

    2016-01-01

    It education virtual is a resource that allows leverage them Tics for reduce barriers of space / time to learn and decrease the dropout school. The research had by objective determine them factors that promote the desertion of the classroom virtual of the subject of methods I, of support to them classes face-to-face, in the Faculty of Sciences economic and social, of the University of Carabobo.  The methodological design was based on the quantitative paradigm and as technical survey, obtainin...

  14. Learning Method, Facilities And Infrastructure, And Learning Resources In Basic Networking For Vocational School

    OpenAIRE

    Pamungkas, Bian Dwi

    2017-01-01

    This study aims to examine the contribution of learning methods on learning output, the contribution of facilities and infrastructure on output learning, the contribution of learning resources on learning output, and the contribution of learning methods, the facilities and infrastructure, and learning resources on learning output. The research design is descriptive causative, using a goal-oriented assessment approach in which the assessment focuses on assessing the achievement of a goal. The ...

  15. Design, Development and Preliminary Student Evaluation of Virtual Field Guides as aids to teaching and learning in the Earth sciences

    Science.gov (United States)

    Stott, Tim

    2010-05-01

    In Universities the benefits of teaching and learning through fieldwork has been brought under closer examination in recent years (e.g. Andrews et al., 2003) and the notion of supporting fieldwork in the Geography, Earth and Environmental Science (GEES) disciplines has been gathering momentum over the past decade as evidenced by conferences on ‘Supporting fieldwork using information technology' (Maskall et al., 2007) and a Higher Education Academy GEES Virtual Fieldwork Conference at University of Worcester (May 2007). Virtual environments and e-learning resources have been shown to help students become active rather than passive learners by appealing to their multi-sensory learning ability with interactive media (Fletcher et al., 2002; 2007). Research on glacial and fluvial processes has been conducted since 2003 by Liverpool John Moores University (LJMU) staff, sometimes in collaboration with other Universities, at field sites in the French Alps, Swiss Alps and Cariboo Mountains in British Columbia. A virtual field guide (VFG) (www.virtualalps.co.uk) has been developed which uses maps, site photos, panorama movies, video clips, a google earth tour, student exercises using hydrological and glacial datasets collected in the field and revision exercises. A preliminary evaluation of this learning resource has been carried out with two groups of LJMU students and an article written (Stott et al. 2009a). The Ingleton Waterfalls VFG (http://www.ljmu.ac.uk/BIE/ingleton/) was developed by LJMU staff to meet the needs of Foundation degree and undergraduate students. A workshop was presented at the Earth Science Teachers Association 2008 Annual Conference at LJMU, and a subsequent article written (Stott et al. 2009b). The final section of this presentation will summarise some staff perspectives and raises some questions and issues concerned with development and accessibility of VFGs in the light of new developments of a ‘semantic web' at LJMU (Carmichael, 2009). Andrews

  16. Evidence of virtual patients as a facilitative learning tool on an anesthesia course.

    Science.gov (United States)

    Leung, Joseph Y C; Critchley, Lester A H; Yung, Alex L K; Kumta, Shekhar M

    2015-10-01

    Virtual patients are computerised representations of realistic clinical cases. They were developed to teach clinical reasoning skills through delivery of multiple standardized patient cases. The anesthesia course at The Chinese University of Hong Kong developed two novel types of virtual patients, formative assessment cases studies and storyline, to teach its final year medical students on a 2 week rotational course. Acute pain management cases were used to test if these two types of virtual patient could enhance student learning. A 2 × 2 cross over study was performed in academic year 2010-2011 on 130 students divided into four groups of 32-34. Performance was evaluated by acute pain management items set within three examinations; an end of module 60-item multiple choice paper, a short answer modified essay paper and the end of year final surgery modified essay paper. The pain management case studies were found to enhanced student performance in all three examinations, whilst the storyline virtual patient had no demonstrable effect. Student-teaching evaluation questionnaires showed that the case studies were favored more than the storyline virtual patient. Login times showed that students on average logged onto the case studies for 6 h, whereas only half the students logged on and used the storyline virtual patient. Formative assessment case studies were well liked by the students and reinforced learning of clinical algorithms through repetition and feedback, whereas the educational role of the more narrative and less interactive storyline virtual patient was less clear .

  17. Observation on optimal transition from conventional energy with resource constraints to advanced energy with virtually unlimited resource, (2)

    International Nuclear Information System (INIS)

    Ohkubo, Hiroo; Suzuki, Atsuyuki; Kiyose, Ryohei

    1983-01-01

    This is an extension of the Suzuki model (base model) on optimal transition from resource-limited energy (oil) to advanced energy with virtually unlimited resource. The finite length of plant life, fuel cost, technological progress factor of advanced energy and the upper limit upon annual consumption rate of oil are taken into account for such an extension. The difference in optimal solutions obtained from extended and base models is shown by an application of the maximum principle. The implication of advanced energy R and D andenergy conservation effort is also discussed. (author)

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

    Science.gov (United States)

    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

  19. Usage of a learning virtual environment with interactive virtual reality for helping in reactor engineering teaching

    International Nuclear Information System (INIS)

    Miguel, Lucas de Castro

    2017-01-01

    In the last few decades, several studies have been conducted regarding the effectiveness of the use of virtual reality as a teaching tool. New and complex IT tools (Information and Communication Technologies) have also been developed. One such tool, is the Virtual Learning Environment (VLE). VLEs are internet media that use cyberspace to convey didactic content and can complement the orthodox teaching method, allowing students a new way of understanding complex content through digital interaction. This work aims to teach the operation of the first and second cycles of a pressurized water nuclear reactor through the development and use of a VLE. The VLE will use interactive virtual reality to demonstrate to the student the 'anatomy' of a generating nuclear power plant. There are several possibilities for future work using this VLE. One is the use as a data repository and 'virtual exhibition room' of each component of the nuclear reactor that researchers are modelling and developing. With these virtual objects allocated in a category, teachers could use this VLE in the classroom as a teaching tool while researchers could use the platform as a quick and practical way of viewing their online work and sharing it with other researchers. Thus, this VLE will be an effective tool for spreading knowledge of nuclear power more easily within, as well as outside of the research community. (author)

  20. THE VIRTUAL LEARNING ENVIRONMENTS IN VOCATIONAL EDUCATION: A REPORT OF BLENDED LEARNING EXPERIENCES

    Directory of Open Access Journals (Sweden)

    Paulo Roberto Prado Constantino

    2013-07-01

    Full Text Available This paper presents an experiment in uses of virtual learning environments (VLE in the vocational education, evaluated by the Educational Supervision of Vocational and Secondary Schools of Paula Souza Center. The experience occurred in Etec "Jacinto Ferreira de Sá", São Paulo, Brazil, between 2009 and 2011, where the reported activities were organized and developed in the degree of Music, with students of different ages. Using specifics instruments to qualitative research for data collection were selected class record books, the reports to the virtual environment, the records of the participants' personal reflections, interviews and examination of the minutes of class councils involved. The experience has served as a basis for replication in other contexts and vocational courses presented by the institution.

  1. HACIA LAS COMUNIDADES VIRTUALES DE APRENDIZAJE, APRENDER PARA APROPIARSE DE LOS NUEVOS MEDIOS DIGITALES TOWARDS VIRTUAL LEARNING COMMUNITY, LEARNING TO APPROPIATE THE NEW DIGITAL MEDIA

    Directory of Open Access Journals (Sweden)

    José Antonio Jerónimo Montes

    2010-12-01

    Full Text Available Se presentan los resultados de un análisis de los procesos de formación, considerando las posibilidades de los entornos virtuales para facilitar u obstaculizar la colaboración en Red, y por ende la construcción de comunidades de práctica, con la finalidad de avanzar hacia la construcción de comunidades de aprendizaje, basadas en la colaboración a distancia haciendo uso de un entorno de teleformación. lo anterior para de evaluar de que forma esos sistemas de gestión de los aprendizajes en Red (LMS incorporan elementos de diseño virtual para la metodología que se desea incorporar en los procesos de evaluación cualitativa y cuantitativa, específicamente los espacios virtuales para el trabajo colaborativo y las herramientas de comunicación como son los foros virtuales.The results of an analysis of the processes of formation in the educative modality through Internet a distance, considering the possibilities of the virtual environment to facilitate or to prevent the collaboration in network, and therefore the construction of practice communities; the previous thing with the intention to evaluate of that forms those systems of management of the learning in Net (LMS incorporates elements of virtual design for the methodology that is desired to incorporate in the processes of qualitative and quantitative evaluation, specifically the virtual spaces for the collaborative work and the tools of communication as they are the virtual forums.

  2. Parenting styles and learned resourcefulness of Turkish adolescents.

    Science.gov (United States)

    Türkel, Yeşim Deniz; Tezer, Esin

    2008-01-01

    This study investigated the differences among 834 high school students regarding learned resourcefulness in terms of perceived parenting style and gender. The data were gathered by administering the Parenting Style Inventory (PSI) and Rosenbaum's Self-Control Schedule (SCS). The results of ANOVA pertaining to the scores of learned resourcefulness yielded a significant main effect for parenting style groups. Neither the main effect for gender nor the gender and parenting style interaction effect was significant. The findings suggest that those who perceived their parents as authoritative had a relatively high level of learned resourcefulness as compared to those who perceived their parents as neglectful and authoritarian. Findings also indicated that those who perceived their parents as indulgent had a higher level of learned resourcefulness than those who perceived their parents as neglectful and authoritarian.

  3. Authentic e-Learning in a Multicultural Context: Virtual Benchmarking Cases from Five Countries

    Science.gov (United States)

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

    2013-01-01

    The implementation of authentic learning elements at education institutions in five countries, eight online courses in total, is examined in this paper. The International Virtual Benchmarking Project (2009-2010) applied the elements of authentic learning developed by Herrington and Oliver (2000) as criteria to evaluate authenticity. Twelve…

  4. Towards the Sigma Online Learning Model for crowdsourced recommendations of good web-based learning resources

    OpenAIRE

    Aaberg, Robin Garen

    2016-01-01

    The web based learning resources is believed to be playing an active role in the learning environment of higher education today. This qualitative study is exploring how students at Bergen University College incorporate web-based learning resources in their learning activities. At the core of this research is the problem of retrieving good web-resources after their first discovery. Usefull and knowledge granting web-resources are discovered within a context of topics, objectives. It is here ar...

  5. Simulation based energy-resource efficient manufacturing integrated with in-process virtual management

    Science.gov (United States)

    Katchasuwanmanee, Kanet; Cheng, Kai; Bateman, Richard

    2016-09-01

    As energy efficiency is one of the key essentials towards sustainability, the development of an energy-resource efficient manufacturing system is among the great challenges facing the current industry. Meanwhile, the availability of advanced technological innovation has created more complex manufacturing systems that involve a large variety of processes and machines serving different functions. To extend the limited knowledge on energy-efficient scheduling, the research presented in this paper attempts to model the production schedule at an operation process by considering the balance of energy consumption reduction in production, production work flow (productivity) and quality. An innovative systematic approach to manufacturing energy-resource efficiency is proposed with the virtual simulation as a predictive modelling enabler, which provides real-time manufacturing monitoring, virtual displays and decision-makings and consequentially an analytical and multidimensional correlation analysis on interdependent relationships among energy consumption, work flow and quality errors. The regression analysis results demonstrate positive relationships between the work flow and quality errors and the work flow and energy consumption. When production scheduling is controlled through optimization of work flow, quality errors and overall energy consumption, the energy-resource efficiency can be achieved in the production. Together, this proposed multidimensional modelling and analysis approach provides optimal conditions for the production scheduling at the manufacturing system by taking account of production quality, energy consumption and resource efficiency, which can lead to the key competitive advantages and sustainability of the system operations in the industry.

  6. Presence relates to distinct outcomes in two virtual environments employing different learning modalities.

    Science.gov (United States)

    Persky, Susan; Kaphingst, Kimberly A; McCall, Cade; Lachance, Christina; Beall, Andrew C; Blascovich, Jim

    2009-06-01

    Presence in virtual learning environments (VLEs) has been associated with a number of outcome factors related to a user's ability and motivation to learn. The extant but relatively small body of research suggests that a high level of presence is related to better performance on learning outcomes in VLEs. Different configurations of form and content variables such as those associated with active (self-driven, interactive activities) versus didactic (reading or lecture) learning may, however, influence how presence operates and on what content it operates. We compared the influence of presence between two types of immersive VLEs (i.e., active versus didactic techniques) on comprehension and engagement-related outcomes. The findings revealed that the active VLE promoted greater presence. Although we found no relationship between presence and learning comprehension outcomes for either virtual environment, presence was related to information engagement variables in the didactic immersive VLE but not the active environment. Results demonstrate that presence is not uniformly elicited or effective across immersive VLEs. Educational delivery mode and environment complexity may influence the impact of presence on engagement.

  7. A DBR Framework for Designing Mobile Virtual Reality Learning Environments

    Science.gov (United States)

    Cochrane, Thomas Donald; Cook, Stuart; Aiello, Stephen; Christie, Duncan; Sinfield, David; Steagall, Marcus; Aguayo, Claudio

    2017-01-01

    This paper proposes a design based research (DBR) framework for designing mobile virtual reality learning environments. The application of the framework is illustrated by two design-based research projects that aim to develop more authentic educational experiences and learner-centred pedagogies in higher education. The projects highlight the first…

  8. A Regional Integrated Virtual Learning Environment: The AOU's Experience

    Directory of Open Access Journals (Sweden)

    Said Hammad

    2004-02-01

    Full Text Available In this paper we propose to construct a Regional Integrated Virtual Learning Environment (RIVLE for the Arab Open University (AOU. AOU is a new nonprofit learning institution with branches in six Arab countries and more branches scheduled to open in the near future. The university adopts an open learning methodology. We describe the major elements of the RIVLE and their interaction. We present a generic interface between the RIVLE and the Student Information System (SIS. We focus on the characteristics of the pedagogical model in the Arab Open University context and explain why RIVLE would be a perfect fit for this model. We argue that the potential benefits of a RIVLE are realized in such a setting. We also study the possibility of extending the RIVLE to existing learning institutions in the region.

  9. Lessons Learned to Date in Developing the Virtual Space Physics Observatory

    Science.gov (United States)

    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.

  10. Material matters for learning in virtual networks: a case study of a professional learning programme hosted in a Google+ online community

    Directory of Open Access Journals (Sweden)

    Aileen Ackland

    2015-08-01

    Full Text Available 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 comprised postings in the Google+ community, email correspondence, meeting notes, feedback submitted at the final workshop and post-module evaluation forms. Our analysis revealed a complex set of interactions, and suggests multiple ways human actors story their encounters with non-human components and the effects these have on the learning experience. The aim of this paper is to contribute to a more holistic understanding of the components and dynamics of social learning networks in the virtual world and consider the implications for the design of online learning for continuous professional development (CPD.

  11. The creation of virtual teeth with and without tooth pathology for a virtual learning environment in dental education.

    Science.gov (United States)

    de Boer, I R; Wesselink, P R; Vervoorn, J M

    2013-11-01

    To describe the development and opportunities for implementation of virtual teeth with and without pathology for use in a virtual learning environment in dental education. The creation of virtual teeth begins by scanning a tooth with a cone beam CT. The resulting scan consists of multiple two-dimensional grey-scale images. The specially designed software program ColorMapEditor connects these two-dimensional images to create a three-dimensional tooth. With this software, any aspect of the tooth can be modified, including its colour, volume, shape and density, resulting in the creation of virtual teeth of any type. This article provides examples of realistic virtual teeth with and without pathology that can be used for dental education. ColorMapEditor offers infinite possibilities to adjust and add options for the optimisation of virtual teeth. Virtual teeth have unlimited availability for dental students, allowing them to practise as often as required. Virtual teeth can be made and adjusted to any shape with any type of pathology. Further developments in software and hardware technology are necessary to refine the ability to colour and shape the interior of the pulp chamber and surface of the tooth to enable not only treatment but also diagnostics and thus create a greater degree of realism. The creation and use of virtual teeth in dental education appears to be feasible but is still in development; it offers many opportunities for the creation of teeth with various pathologies, although an evaluation of its use in dental education is still required. © 2013 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  12. Virtueller Medizinischer Campus Graz: eine e-Learning Umgebung wird 5 Jahre alt / Virtual Medical Campus Graz: an e-learning environment has its 5 year-anniversary

    Directory of Open Access Journals (Sweden)

    Reibnegger, Gilbert

    2007-12-01

    Full Text Available Parallel with the initiation of an integrated curriculum at the Medical University of Graz a virtual learning environment was implemented, designated as Virtual Medical Campus (VMC. Several financial support projects made the development of the VMC and its enhancements possible. Learning objects are granular and strictly equipped with a set of metadata conforming the SCORM 2004 2nd edition-standard and are therefore reusable and exchangeable with other study courses or e-Learning-systems. Simple usability allows authors the intuitive creation of content, which may be enriched with interactive and tutorial systems using several built in authoring tools like web-based-training or a Virtual Microscope. In 2005 more than 3300 students applied for human medicine at the Medical University of Graz and it was decided to give a virtual term with a selection process at the end of it.More than 1 million accesses to learning objects and 257,000 web-based-trainings were handled without a single breakdown. This unique interim solution of a virtual term demonstrated the capacity of the VMC-system and the organisational possibility to intercept rushes of application using e-Learning. In the meanwhile the VMC Graz provides 13 study courses at four universities in two different European countries and two international postgraduate programs. The technical development aims at Web 3.0 – “Semantic Web” and the further expansion of co-operations is a present and future strategy.

  13. How does feedback and peer feedback affect collaborative writing in a virtual learning environment?

    NARCIS (Netherlands)

    Guasch, Teresa; Espasa, Anna; Alvarez, Ibis; Kirschner, Paul A.

    2011-01-01

    Guasch, T., Espasa, A., Alvarez, I., & Kirschner, P. A. (2011, 31 May). How does feedback and peer feedback affect collaborative writing in a virtual learning environment? Presentation at a Learning & Cognition meeting, Open Universiteit in the Netherlands, Heerlen, The Netherlands.

  14. Providing Virtual Execution Environments: A Twofold Illustration

    CERN Document Server

    Grehant, Xavier

    2008-01-01

    Platform virtualization helps solving major grid computing challenges: share resource with flexible, user-controlled and custom execution environments and in the meanwhile, isolate failures and malicious code. Grid resource management tools will evolve to embrace support for virtual resource. We present two open source projects that transparently supply virtual execution environments. Tycoon has been developed at HP Labs to optimise resource usage in creating an economy where users bid to access virtual machines and compete for CPU cycles. SmartDomains provides a peer-to-peer layer that automates virtual machines deployment using a description language and deployment engine from HP Labs. These projects demonstrate both client-server and peer-to-peer approaches to virtual resource management. The first case makes extensive use of virtual machines features for dynamic resource allocation. The second translates virtual machines capabilities into a sophisticated language where resource management components can b...

  15. Health professional learner attitudes and use of digital learning resources.

    Science.gov (United States)

    Maloney, Stephen; Chamberlain, Michael; Morrison, Shane; Kotsanas, George; Keating, Jennifer L; Ilic, Dragan

    2013-01-16

    Web-based digital repositories allow educational resources to be accessed efficiently and conveniently from diverse geographic locations, hold a variety of resource formats, enable interactive learning, and facilitate targeted access for the user. Unlike some other learning management systems (LMS), resources can be retrieved through search engines and meta-tagged labels, and content can be streamed, which is particularly useful for multimedia resources. The aim of this study was to examine usage and user experiences of an online learning repository (Physeek) in a population of physiotherapy students. The secondary aim of this project was to examine how students prefer to access resources and which resources they find most helpful. The following data were examined using an audit of the repository server: (1) number of online resources accessed per day in 2010, (2) number of each type of resource accessed, (3) number of resources accessed during business hours (9 am to 5 pm) and outside business hours (years 1-4), (4) session length of each log-on (years 1-4), and (5) video quality (bit rate) of each video accessed. An online questionnaire and 3 focus groups assessed student feedback and self-reported experiences of Physeek. Students preferred the support provided by Physeek to other sources of educational material primarily because of its efficiency. Peak usage commonly occurred at times of increased academic need (ie, examination times). Students perceived online repositories as a potential tool to support lifelong learning and health care delivery. The results of this study indicate that today's health professional students welcome the benefits of online learning resources because of their convenience and usability. This represents a transition away from traditional learning styles and toward technological learning support and may indicate a growing link between social immersions in Internet-based connections and learning styles. The true potential for Web

  16. Identifying Different Registers of Digital Literacy in Virtual Learning Environments

    Science.gov (United States)

    Knutsson, Ola; Blasjo, Mona.; Hallsten, Stina; Karlstrom, Petter

    2012-01-01

    In this paper social semiotics, and systemic functional linguistics in particular, are used in order to identify registers of digital literacy in the use of virtual learning environments. The framework of social semiotics provides means to systemize and discuss digital literacy as a linguistic and semiotic issue. The following research question…

  17. Cotton Island: Students' Learning Motivation Using a Virtual World

    Science.gov (United States)

    Wyss, Jamie; Lee, Seung-Eun; Domina, Tanya; MacGillivray, Maureen

    2014-01-01

    As technology advances, it is important for teachers to seamlessly integrate technology into their innovative teaching techniques. Using virtual worlds is one alternative to traditional teaching methods that can provide rich learning experiences. The purpose of this article is twofold: (a) to present Cotton Island, an avatar-based 3-D virtual…

  18. Reduced Mental Load in Learning a Motor Visual Task with Virtual 3D Method

    Science.gov (United States)

    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…

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

    Science.gov (United States)

    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,…

  20. A Case Study of the Experiences of Instructors and Students in a Virtual Learning Environment (VLE) with Different Cultural Backgrounds

    Science.gov (United States)

    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,…

  1. Predicting Virtual Learning Environment Adoption

    DEFF Research Database (Denmark)

    Penjor, Sonam; Zander, Pär-Ola Mikael

    2016-01-01

    This study investigates the significance of Rogers’ Diffusion of Innovations (DOI) theory with regard to the use of a Virtual Learning Environment (VLE) at the Royal University of Bhutan (RUB). The focus is on different adoption types and characteristics of users. Rogers’ DOI theory is applied...... to investigate the influence of five predictors (relative advantage, complexity, compatibility, trialability and observability) and their significance in the perception of academic staff at the RUB in relation to the probability of VLE adoption. These predictors are attributes of the VLE that determine the rate...... of adoption by various adopter group memberships (Innovators, Early Adopters, Early Majority, Late Majority, Laggards). Descriptive statistics and regression analysis were deployed to analyse adopter group memberships and predictor significance in VLE adoption and use. The results revealed varying attitudes...

  2. Active Learning Environments with Robotic Tangibles: Children's Physical and Virtual Spatial Programming Experiences

    Science.gov (United States)

    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…

  3. Microsoft Virtualization Master Microsoft Server, Desktop, Application, and Presentation Virtualization

    CERN Document Server

    Olzak, Thomas; Boomer, Jason; Keefer, Robert M

    2010-01-01

    Microsoft Virtualization helps you understand and implement the latest virtualization strategies available with Microsoft products. This book focuses on: Server Virtualization, Desktop Virtualization, Application Virtualization, and Presentation Virtualization. Whether you are managing Hyper-V, implementing desktop virtualization, or even migrating virtual machines, this book is packed with coverage on all aspects of these processes. Written by a talented team of Microsoft MVPs, Microsoft Virtualization is the leading resource for a full installation, migration, or integration of virtual syste

  4. Learning about water resource sharing through game play

    Directory of Open Access Journals (Sweden)

    T. Ewen

    2016-10-01

    Full Text Available Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting, supported by feedback from several educators who have used Irrigania to teach about the sustainable use of water resources, and decision making, at university and high school levels, finds Irrigania to be an effective and easy tool to incorporate into a curriculum. The development of two water games in a course for masters students in geography is also presented as a way to teach and communicate about water resource sharing. Through game development, students learned soft skills, including critical thinking, problem solving, team work, and time management, and overall the process was found to be an effective way to learn about water resource decision outcomes. This paper concludes with a discussion of learning outcomes from both playing and developing water games.

  5. Learning about water resource sharing through game play

    Science.gov (United States)

    Ewen, Tracy; Seibert, Jan

    2016-10-01

    Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting, supported by feedback from several educators who have used Irrigania to teach about the sustainable use of water resources, and decision making, at university and high school levels, finds Irrigania to be an effective and easy tool to incorporate into a curriculum. The development of two water games in a course for masters students in geography is also presented as a way to teach and communicate about water resource sharing. Through game development, students learned soft skills, including critical thinking, problem solving, team work, and time management, and overall the process was found to be an effective way to learn about water resource decision outcomes. This paper concludes with a discussion of learning outcomes from both playing and developing water games.

  6. ARMAGH OBSERVATORY – HISTORIC BUILDING INFORMATION MODELLING FOR VIRTUAL LEARNING IN BUILDING CONSERVATION

    Directory of Open Access Journals (Sweden)

    M. Murphy

    2017-08-01

    Full Text Available 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.

  7. Fostering Learning Through Interprofessional Virtual Reality Simulation Development.

    Science.gov (United States)

    Nicely, Stephanie; Farra, Sharon

    2015-01-01

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

  8. Motivational Factors in Self-Directed Informal Learning from Online Learning Resources

    Science.gov (United States)

    Song, Donggil; Bonk, Curtis J.

    2016-01-01

    Learning is becoming more self-directed and informal with the support of emerging technologies. A variety of online resources have promoted informal learning by allowing people to learn on demand and just when needed. It is significant to understand self-directed informal learners' motivational aspects, their learning goals, obstacles, and…

  9. USE OF VIRTUAL LEARNING ENVIRONMENTS: A THEORETICAL MODEL USING DECOMPOSED EXPECTANCY DISCONFIRMATION THEORY

    OpenAIRE

    Pereira, Fernando Antonio de Melo; Ramos, Anatália Saraiva Martins; Andrade, Adrianne Paula Vieira de; Oliveira, Bruna Miyuki Kasuya de

    2015-01-01

    ABSTRACT The present study aims to investigate the determinants of satisfaction and the resulting continuance intention in the e-learning context. The constructs of decomposed expectancy disconfirmation theory (DEDT) are evaluated from the perspective of users of a virtual learning environment (VLE) in relation to expectations and perceived performance. An online survey collected responses from 197 students of a public management distance learning course. Structural equation modeling was oper...

  10. Promoting Therapists? Use of Motor Learning Strategies within Virtual Reality-Based Stroke Rehabilitation

    OpenAIRE

    Levac, Danielle E.; Glegg, Stephanie M. N.; Sveistrup, Heidi; Colquhoun, Heather; Miller, Patricia; Finestone, Hillel; DePaul, Vincent; Harris, Jocelyn E.; Velikonja, Diana

    2016-01-01

    Purpose Therapists use motor learning strategies (MLSs) to structure practice conditions within stroke rehabilitation. Virtual reality (VR)-based rehabilitation is an MLS-oriented stroke intervention, yet little support exists to assist therapists in integrating MLSs with VR system use. Method A pre-post design evaluated a knowledge translation (KT) intervention incorporating interactive e-learning and practice, in which 11 therapists learned how to integrate MLSs within VR-based therapy. Sel...

  11. THE NATURE OF USING VIRTUAL WORLDS BY A CHILD AS A LEARNING PLATFORM: A Case Study

    Directory of Open Access Journals (Sweden)

    Ahmet BAYTAK

    2011-08-01

    Full Text Available The development of new technologies is found inevitable and children interests toward online platforms and virtual worlds are rapidly growing. In addition, there is a consensus that use of technology for primary or secondary school education is effective for achievement and motivation. In research and practice there are many educational implementations of technology in classrooms that were found useful.Similar to most qualitative studies, the purpose of this study also cannot be narrowed down to a single sentence but the overarching aim of the study is to explore the nature of using virtual worlds as a learning platform during. The theoretical background of this study is rooted from the constructivism and constructionism learning approaches. Consisted with its theoretical framework, this study has followed a qualitative case study research method to explore the nature of the construct. The case is a bounded system that is narrowed to a single case (Merriam, 1988; Stake, 1995; Yin, 2003. There are various types of data collected within this system. Based on the data collected and the research-suggested case study data analysis approaches, the following themes were emerged; realty, learning by discovering, learning by design, scaffolding and chunking information, and real life desires.After using Whyville virtual platform, the aim of this study was expected to start new discussion on young children using more complex virtual worlds such as Second Life. Thus, the results of this study could be guidance for transmission process of children toward Second Life type of virtual worlds. Even though a further discussion may need about the nature of using the virtual worlds, the primary findings of these case studies suggest some practical implications for children’s education.

  12. Integrating Video-Capture Virtual Reality Technology into a Physically Interactive Learning Environment for English Learning

    Science.gov (United States)

    Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang

    2010-01-01

    The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…

  13. Virtual respiratory system for interactive e-learning of spirometry

    Directory of Open Access Journals (Sweden)

    W. Tomalak

    2008-04-01

    Full Text Available Progress in computer simulation technology offers new possibilities for modern medicine. On one hand – virtual organs can help to create animal or human models for research, on the other hand – e-learning or distant learning through Internet is now possible. The aim of our work was to create a system for interactive learning of spirometry (SILS, enabling students or physicians to observe spirometric measurements (flow-volume modified by setting level and kind of abnormalities within the respiratory system. SILS is based on a virtual respiratory system presented previously in several papers. Its main features are: separation of the lungs and chest; anatomical division of the lungs; division of airway resistance into transmural pressure dependent (Rp and lung volume dependent (Rv parts. The one mathematical formula that represents Rp describes both flow limitation (forced expiration and dependence of Raw on lungs volume (small airflows. The output of system are spirometric parameters (as FEV1, FVC, FEV1%FVC and a flow–volume loop constructed according to results of simulation of forced expiration for the chosen abnormality kind and level. As a result – this system may be used in teaching process in medical schools and postgraduate education. We offer access to a basic version of SILS for students and physicians at: www.spirometry.ibib.waw.pl and www.zpigichp.edu.pl. As we expect feedback from users, it is possible to modify user interface or model features to comply with users' requests.

  14. Metadata and Ontologies in Learning Resources Design

    Science.gov (United States)

    Vidal C., Christian; Segura Navarrete, Alejandra; Menéndez D., Víctor; Zapata Gonzalez, Alfredo; Prieto M., Manuel

    Resource design and development requires knowledge about educational goals, instructional context and information about learner's characteristics among other. An important information source about this knowledge are metadata. However, metadata by themselves do not foresee all necessary information related to resource design. Here we argue the need to use different data and knowledge models to improve understanding the complex processes related to e-learning resources and their management. This paper presents the use of semantic web technologies, as ontologies, supporting the search and selection of resources used in design. Classification is done, based on instructional criteria derived from a knowledge acquisition process, using information provided by IEEE-LOM metadata standard. The knowledge obtained is represented in an ontology using OWL and SWRL. In this work we give evidence of the implementation of a Learning Object Classifier based on ontology. We demonstrate that the use of ontologies can support the design activities in e-learning.

  15. Uncanny spaces for higher education: teaching and learning in virtual worlds

    Directory of Open Access Journals (Sweden)

    Siân Bayne

    2008-12-01

    Full Text Available This paper brings together the theory of the uncanny as it emerges in cultural theory, with an understanding of the uncanniness and troublesomeness seen to be inherent in certain understandings of teaching and learning in higher education. Drawing on research into students' experiences of learning in virtual worlds, it explores the sense in which teaching in such spaces materialises and extends the positive aspects of uncertainty, strangeness, disquietude and troublesomeness in online higher education.

  16. Utilization of Virtual Server Technology in Mission Operations

    Science.gov (United States)

    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.

  17. Virtual Enterprise: Transforming Entrepreneurship Education

    Science.gov (United States)

    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…

  18. University Libraries and Digital Learning Environments

    OpenAIRE

    2011-01-01

    University libraries around the world have embraced the possibilities of the digital learning environment, facilitating its use and proactively seeking to develop the provision of electronic resources and services. The digital environment offers opportunities and challenges for librarians in all aspects of their work – in information literacy, virtual reference, institutional repositories, e-learning, managing digital resources and social media. The authors in this timely book are leading exp...

  19. Editorial: Creating, Supporting, Sustaining and Evaluating Virtual Learning Communities

    Directory of Open Access Journals (Sweden)

    Xun Ge

    2011-12-01

    Full Text Available This special issue is dedicated to creating, building, supporting, sustaining and evaluating virtual learning communities (VLCs using emerging technologies. The contributors from diverse disciplines have come together to share their valuable experiences and findings through their research in the following themes: (a instructional models, strategies, approaches for building, supporting and evaluating VLCs, (b designing effective use of tools to promote discourse and scaffold peer interactions among members, (c iterative processes and models of designing and evaluating VLCs; and (d various variables concerning VLCs, such as virtual community behaviors, cultural factors, adoption patterns of tools. It is hoped that these articles will provide practical guidance and offer valuable experience to both educators and researchers who are interested in designing effective VLCs and examining various aspects of VLCs to advance our understanding of VLCs.

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

    Science.gov (United States)

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

    2014-04-01

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

  1. LEARNING TOOLS INTEROPERABILITY – A NEW STANDARD FOR INTEGRATION OF DISTANCE LEARNING PLATFORMS

    Directory of Open Access Journals (Sweden)

    Oleksandr A. Shcherbyna

    2015-06-01

    Full Text Available For information technology in education there is always an issue of re-usage of electronic educational resources, their transferring possibility from one virtual learning environment to another. Previously, standardized sets of files were used to serve this purpose, for example, SCORM-packages. In this article the new standard Learning Tools Interoperability (LTI is reviewed, which allows users from one environment to access resources from another environment. This makes it possible to integrate them into a single distributed learning environment that is created and shared. The article gives examples of the practical use of standard LTI in Moodle learning management system using External tool and LTI provider plugins.

  2. The Use of Virtual Learning Environment in Chinese Higher Education

    Institute of Scientific and Technical Information of China (English)

    谢苑苑

    2014-01-01

    The paper analyzes the current condition of the use of virtual learning environment (VLE) in Zhejiang University of Chinese Medicine. It is indicated that students show a positive attitude toward this technology, but the use of it fails to meet stu-dents’perception. In light of this, recommendations are made with a view to enhance the use of VLE.

  3. Learning Intercultural Communication Skills with Virtual Humans: Feedback and Fidelity

    Science.gov (United States)

    Lane, H. Chad; Hays, Matthew Jensen; Core, Mark G.; Auerbach, Daniel

    2013-01-01

    In the context of practicing intercultural communication skills, we investigated the role of fidelity in a game-based, virtual learning environment as well as the role of feedback delivered by an intelligent tutoring system. In 2 experiments, we compared variations on the game interface, use of the tutoring system, and the form of the feedback.…

  4. Systemic Analysis of the Cultural Production of a Virtual Learning Community

    Directory of Open Access Journals (Sweden)

    Germán Alejandro Miranda Díaz

    2013-04-01

    Full Text Available This paper describes a systemic analysis from the standpoint of activity theory of the cultural emergence of a virtual learning community as a complex system. Three levels of analysis were employed: data mining, visualization of complex systems and analysis of discursive interactions, with the aim of understanding the emerging phenomena of online learning and in order to have the necessary elements to assist in planning the formation of virtual communities in formal settings. This was carried out using six years of activity from 3,324 people from different documentary sources: 9,871,531 CMS records; 1,371,907 from LMS; 67,828 IRC statements; and 27,798 online forum comments. In the process, we observed how action aimed at socialization and discussion of its object evolve into historical-cultural milestones such as the culture of merit as opposed to certification, the division of labor and the process of transition from free software to free culture.

  5. Computer aided virtual manufacturing using Creo parametric easy to learn step by step guide

    CERN Document Server

    Kanife, Paul Obiora

    2016-01-01

    Providing a step-by-step guide for the implementation of virtual manufacturing using Creo Parametric software (formerly known as Pro-Engineer), this book creates an engaging and interactive learning experience for manufacturing engineering students. Featuring graphic illustrations of simulation processes and operations, and written in accessible English to promote user-friendliness, the book covers key topics in the field including: the engraving machining process, face milling, profile milling, surface milling, volume rough milling, expert machining, electric discharge machining (EDM), and area turning using the lathe machining process. Maximising reader insights into how to simulate material removal processes, and how to generate cutter location data and G-codes data, this valuable resource equips undergraduate, postgraduate, BTech and HND students in the fields of manufacturing engineering, computer aided design (CAD) and computer aided engineering (CAE) with transferable skills and knowledge. This book is...

  6. A virtual trainer concept for robot-assisted human motor learning in rowing

    Directory of Open Access Journals (Sweden)

    Baumgartner L.

    2011-12-01

    Full Text Available Keeping the attention level and observing multiple physiological and biomechanical variables at the same time at high precision is very challenging for human trainers. Concurrent augmented feedback, which is suggested to enhance motor learning in complex motor tasks, can also hardly be provided by a human trainer. Thus, in this paper, a concept for a virtual trainer is presented that may overcome the limits of a human trainer. The intended virtual trainer will be implemented in a CAVE providing auditory, visual and haptic cues. As a first application, the virtual trainer will be used in a realistic scenario for sweep rowing. To provide individual feedback to each rower, the virtual trainer quantifies errors and provides concurrent auditory, visual, and haptic feedback. The concurrent feedback will be adapted according to the actual performance, individual maximal rowing velocity, and the athlete’s individual perception.

  7. Teachers' Conceptions and Their Approaches to Teaching in Virtual Reality and Simulation-Based Learning Environments

    Science.gov (United States)

    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…

  8. PBL, Hands-On/ Digital resources in Geology, (Teaching/ Learning)

    Science.gov (United States)

    Soares, Rosa; Santos, Cátia; Carvalho, Sara

    2015-04-01

    The present study reports the elaboration, application and evaluation of a problem-based learning (PBL) program that aims to evaluate the effectiveness in students learning the Rock Cycle theme. Prior research on both PBL and Rock Cycle was conducted within the context of science education so as to elaborate and construct the intervention program. Findings from these studies indicated both the PBL methodology and Rock Cycle as helpful for teachers and students. PBL methodology has been adopted in this study since it is logically incorporated in a constructivism philosophy application and it was expected that this approach would assist students towards achieving a specific set of competencies. PBL is a student-centered method based on the principle of using problems as the starting point for the acquisition of new knowledge. Problems are based on complex real-world situations. All information needed to solve the problem is initially not given. Students will identify, find, and use appropriate resources to complete the exercise. They work permanently in small groups, developing self-directed activities and increasing participation in discussions. Teacher based guidance allows students to be fully engaged in knowledge building. That way, the learning process is active, integrated, cumulative, and connected. Theme "Rock Cycle" was introduced using a problematic situation, which outlined the geological processes highlighted in "Foz do Douro" the next coastline of the school where the study was developed. The questions proposed by the students were solved, using strategies that involved the use of hands-on activities and virtual labs in Geology. The systematization of the selected theme was performed in a field excursion, implemented according to the organizational model of Nir Orion, to The "Foz do Douro" metamorphic complex. In the evaluation of the learning process, data were obtained on students' development of knowledge and competencies through the application of

  9. Using virtual humans and computer animations to learn complex motor skills: a case study in karate

    Directory of Open Access Journals (Sweden)

    Spanlang Bernhard

    2011-12-01

    Full Text Available Learning motor skills is a complex task involving a lot of cognitive issues. One of the main issues consists in retrieving the relevant information from the learning environment. In a traditional learning situation, a teacher gives oral explanations and performs actions to provide the learner with visual examples. Using virtual reality (VR as a tool for learning motor tasks is promising. However, it raises questions about the type of information this kind of environments can offer. In this paper, we propose to analyze the impact of virtual humans on the perception of the learners. As a case study, we propose to apply this research problem to karate gestures. The results of this study show no significant difference on the after training performance of learners confronted to three different learning environments (traditional group, video and VR.

  10. Optimal allocation of physical water resources integrated with virtual water trade in water scarce regions: A case study for Beijing, China.

    Science.gov (United States)

    Ye, Quanliang; Li, Yi; Zhuo, La; Zhang, Wenlong; Xiong, Wei; Wang, Chao; Wang, Peifang

    2018-02-01

    This study provides an innovative application of virtual water trade in the traditional allocation of physical water resources in water scarce regions. A multi-objective optimization model was developed to optimize the allocation of physical water and virtual water resources to different water users in Beijing, China, considering the trade-offs between economic benefit and environmental impacts of water consumption. Surface water, groundwater, transferred water and reclaimed water constituted the physical resource of water supply side, while virtual water flow associated with the trade of five major crops (barley, corn, rice, soy and wheat) and three livestock products (beef, pork and poultry) in agricultural sector (calculated by the trade quantities of products and their virtual water contents). Urban (daily activities and public facilities), industry, environment and agriculture (products growing) were considered in water demand side. As for the traditional allocation of physical water resources, the results showed that agriculture and urban were the two predominant water users (accounting 54% and 28%, respectively), while groundwater and surface water satisfied around 70% water demands of different users (accounting 36% and 34%, respectively). When considered the virtual water trade of eight agricultural products in water allocation procedure, the proportion of agricultural consumption decreased to 45% in total water demand, while the groundwater consumption decreased to 24% in total water supply. Virtual water trade overturned the traditional components of water supplied from different sources for agricultural consumption, and became the largest water source in Beijing. Additionally, it was also found that environmental demand took a similar percentage of water consumption in each water source. Reclaimed water was the main water source for industrial and environmental users. The results suggest that physical water resources would mainly satisfy the consumption

  11. Implementation of a virtual learning from discrepancy meeting: a method to improve attendance and facilitate shared learning from radiological error

    International Nuclear Information System (INIS)

    Carlton Jones, A.L.; Roddie, M.E.

    2016-01-01

    Aim: To assess the effect on radiologist participation in learning from discrepancy meetings (LDMs) in a multisite radiology department by establishing virtual LDMs using OsiriX (Pixmeo). Materials and methods: Sets of anonymised discrepancy cases were added to an OsiriX database available for viewing on iMacs in all radiology reporting rooms. Radiologists were given a 3-week period to review the cases and send their feedback to the LDM convenor. Group learning points and consensus feedback were added to each case before it was moved to a permanent digital LDM library. Participation was recorded and compared with that from the previous 4 years of conventional LDMs. Radiologist feedback comparing the two types of LDM was collected using an anonymous online questionnaire. Results: Numbers of radiologists attending increased significantly from a mean of 12±2.9 for the conventional LDM to 32.7±7 for the virtual LDM (p<0.0001) and the percentage of radiologists achieving the UK standard of participation in at least 50% of LDMs annually rose from an average of 18% to 68%. The number of cases submitted per meeting rose significantly from an average of 11.1±3 for conventional LDMs to 15.9±5.9 for virtual LDMs (p<0.0097). Analysis of 35 returned questionnaires showed that radiologists welcomed being able to review cases at a time and place of their choosing and at their own pace. Conclusion: Introduction of virtual LDMs in a multisite radiology department improved radiologist participation in shared learning from radiological discrepancy and increased the number of submitted cases. - Highlights: • Learning from error is an important way to improve patient safety. • Consultant attendance at learning from discrepancy meetings (LDMs) was persistently poor in a large, multisite Trust. • Introduction of a ‘virtual’ LDM improved consultant participation and increased the number of cases submitted.

  12. Animation company "Fast Forwards" production with HP Utility Data Center; film built using Adaptive Enterprise framework enabled by shared, virtual resource

    CERN Multimedia

    2003-01-01

    Hewlett Packard have produced a commercial-quality animated film using an experimental rendering service from HP Labs and running on an HP Utility Data Center (UDC). The project demonstrates how computing resources can be managed virtually and illustrates the value of utility computing, in which an end-user taps into a large pool of virtual resources, but pays only for what is used (1 page).

  13. Google apps for virtual learning communities development: strengthening english language skills in an university environment

    Directory of Open Access Journals (Sweden)

    Eder Intriago

    2016-07-01

    Full Text Available Introduction: This action research project aims to strengthen English language reading comprehension and speaking skills in college students through the use of Google Apps and Literature Circles (LCs in virtual communities for learning. Method: The study involved 70 students at a public university in Ecuador. The educational intervention lasted a semester, included the implementation of LCs virtually and in person with a phase of independent reading and another for the discussion. 14 learning communities were organized and students assumed specific roles in order to warranty equality participation. The “Google Apps” were chosen for their ease of access. To monitor the progress of learning English, a pretest and a posttest were applied using the Preliminary English Test (PET by Cambridge University, whose validity and reliability are amply recognized internationally. Results: It showed an improvement of the reading comprehension and speaking skills in English Language in the participants group, who went from A1 to B2 of the Common European Framework of Reference for Languages (CEFRL at the end of the process. Conclusion: it is confirmed that the use of “Google Apps” aided in the building of virtual learning communities to support the second language acquisition process (L2 in the university context.

  14. Proactive behaviour may lead to failure in virtual project-based collaborative learning

    DEFF Research Database (Denmark)

    Bjørn, Pernille; Hertzum, Morten

    2005-01-01

    This paper argues that proactive behaviour, caused by high engagement and motivation of the learners, may lead to failure of collaborative learning. By examining empirical data from real-world text-only virtual negotiations between dispersed participants engaged in project-based collaborative...

  15. Action learning in virtual higher education: applying leadership theory.

    Science.gov (United States)

    Curtin, Joseph

    2016-05-03

    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, questionnaire and survey results of students who evaluated the effectiveness of their application of leadership theories using VAL and insights believed to have been gained by the author administering VAL. Findings indicate most students thought applying leadership perspectives using AL was better than considering leadership perspectives not using AL. In addition as implemented in LDR 6100, more students evaluated VAL positively than did those who assessed VAL negatively.

  16. CASES ON COLLABORATION IN VIRTUAL LEARNIONG ENVIRONMENTS: Processes and Interactions

    Directory of Open Access Journals (Sweden)

    Reviewed by Yasin OZARSLAN

    2010-01-01

    Full Text Available Collaboration in Virtual Learning Environment brings meaningful learning interactions between learners in virtual environments. This book collects case studies of collaborative virtual learning environments focusing on the nature of human interactions in virtual spaces and defining the types and qualities of learning processes in these spaces from the perspectives of learners, teachers, designers, and professional and academic developers in various disciplines, learning communities and universities from around the world. This book addresses the research cases on experiences, implementations, and applications of virtual learning environments.The book's broader audience is anyone who is interested in areas such as collaborative virtual learning environments, interactive technologies and virtual communities, social interaction and social competence, distance education and collaborative learning. The book is edited by Donna Russell who is an Assistant Professor at the University of Missouri-Kansas City and co-owner of Arete‘ Consulting, LLC. It is consisted of 358 pages covering 19 articles and provides information about context for characteristics and implications of the varied virtual learning environments. Topics covered in this book are argumentative interactions and learning, collaborative learning and work in digital libraries, collaborative virtual learning environments , digital communities to enhance retention, distance education ,interactive technologies and virtual communities, massively multi-user virtual environments, online graduate community, online training programs, social interaction and social competence and virtual story-worlds.

  17. Perceptions of the Usefulness of Virtual Learning Environments in Accounting Education: A Comparative Evaluation of Undergraduate Accounting Students in Spain and England

    Science.gov (United States)

    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…

  18. A Remote and Virtual Lab with Experiments for Secondary Education, Engineering and Lifelong Learning Courses

    Directory of Open Access Journals (Sweden)

    Alberto Cardoso

    2012-03-01

    Full Text Available The Information and Communication Technology tools are nowadays invaluable to support e-learning and b-learning programs. The Remote and Virtual Laboratory in development at the Department of Informatics Engineering of the University of Coimbra (Portugal, RVL@DEI-UC, is a web-based platform that allows users to perform a large set of experiments in different areas and contexts, such as in education or training. This paper aims to describe the inherent potential of this platform in secondary education, engineering and lifelong learning courses. The conceptualization, architecture and implementation of the web platform for real and virtual experiments, which is remotely accessed using the Internet, are presented and the relevance of the lab’s integration in an intelligent tutoring system is also highlighted, mainly in what regards the requirements of adaptation and customization to different users’ profile in different learning contexts.

  19. "Homo Virtualis": Virtual Worlds, Learning, and an Ecology of Embodied Interaction

    Science.gov (United States)

    Jarmon, Leslie

    2010-01-01

    This article previews the emergence of "homo virtualis." Drawing on data from seven research studies, peer-reviewed published research articles, and selected excerpts of 30 months of field notes taken in Second Life [SL], the article examines virtual learning environments and embodiment through the lens of interactions of avatars with…

  20. Experiential learning: using virtual simulation in an online RN-to-BSN program.

    Science.gov (United States)

    Breen, Henny; Jones, Melissa

    2015-01-01

    This article highlights the innovative experiential learning used by an online RN-to-BSN program through the use of simulation that takes place in an online classroom. Three experiential learning activities using a virtual community are described. These learning activities engage the students in thinking about social justice and health policy, as well as teaching concepts that include community, leadership, influence, advocacy, networking, collaboration, and vulnerable populations. These concepts are critical to the learning needs of diploma and associate degree-prepared nurses who wish to continue their education to be better prepared to meet the complex needs of today's health care environment. Copyright 2015, SLACK Incorporated.

  1. Construction and validation of a virtual learning object on intestinal elimination stoma

    Directory of Open Access Journals (Sweden)

    Cecílio Soares Rodrigues Braga

    Full Text Available Objective.To construct and validate a virtual learning object (VLO on intestinal elimination stoma. Methods. Applied, descriptive and quantitative study. In 2014, eight stoma therapists and eight experts in computer science took part of the research. The VLO included four steps: i planning, ii construction of VLO and changes of content; iii development of dynamic, and iv conclusion and analysis. The VLO was inserted into the Moodle virtual learning environment. The ergonomic and pedagogical validation of the VLO was performed. Results. The experts appreciated the VLO satisfactorily, and scored it between good and full agreement. Conclusion. The VLO on intestinal elimination stoma is a tool that can be implemented at undergraduate programs in nursing and continuing education programs for nurses in clinical practice, contributing significantly to improve the theoretical skills necessary for the care of ostomized people safely, with quality and enabling self-care.

  2. The gap between medical faculty's perceptions and use of e-learning resources.

    Science.gov (United States)

    Kim, Kyong-Jee; Kang, Youngjoon; Kim, Giwoon

    2017-01-01

    e-Learning resources have become increasingly popular in medical education; however, there has been scant research on faculty perceptions and use of these resources. To investigate medical faculty's use of e-learning resources and to draw on practical implications for fostering their use of such resources. Approximately 500 full-time faculty members in 35 medical schools across the nation in South Korea were invited to participate in a 30-item questionnaire on their perceptions and use of e-learning resources in medical education. The questionnaires were distributed in both online and paper formats. Descriptive analysis and reliability analysis were conducted of the data. Eighty faculty members from 28 medical schools returned the questionnaires. Twenty-two percent of respondents were female and 78% were male, and their rank, disciplines, and years of teaching experience all varied. Participants had positive perceptions of e-learning resources in terms of usefulness for student learning and usability; still, only 39% of them incorporated those resources in their teaching. The most frequently selected reasons for not using e-learning resources in their teaching were 'lack of resources relevant to my lectures,' 'lack of time to use them during lectures,' and 'was not aware of their availability.' Our study indicates a gap between medical faculty's positive perceptions of e-learning resources and their low use of such resources. Our findings highlight the needs for further study of individual and institutional barriers to faculty adoption of e-learning resources to bridge this gap.

  3. COMPUTER ALGEBRA, VIRTUAL LEARNING ENVIRONMENT AND MEANINGFUL LEARNING: IS IT POSSIBLE?

    Directory of Open Access Journals (Sweden)

    Celina A. A. P. Abar

    2011-03-01

    Full Text Available 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 system with students and simultaneously acquiring new skills related to the tools in use. In this paper we address this question by conducting an online course aimed at primary and secondary school mathematics teachers, designed to investigate the effective use of GeoGebra and Moodle. The tools selected for the course are free and easy to use, an important factor for the new technology to be incorporated into teaching practice. The course results show that a well-constructed proposal is able to meet the expectations of teachers. Furthermore, the usage of new technologies involves, beyond technical issues, changes in the behavior and in the relationships between the actors involved.

  4. Use and Mastery of Virtual Learning Environment in Brazilian Open University

    Science.gov (United States)

    Gomez, Margarita Victoria

    2014-01-01

    This paper describes and analyses the dynamics of the use and/or mastery of Virtual Learning Environments (VLEs) by educators and students Open University, important part of the Brazilian Educational System. A questionnaire with 32 items was answered by 174 students/instructors/coordinators of the Media in Education and Physics courses, of two…

  5. The Application of SECI Model as a Framework of Knowledge Creation in Virtual Learning: Case Study of IUST Virtual Classes

    Science.gov (United States)

    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…

  6. Analysis of Virtual Learning Environments from a Comprehensive Semiotic Perspective

    Directory of Open Access Journals (Sweden)

    Gloria María Álvarez Cadavid

    2012-11-01

    Full Text Available Although there is a wide variety of perspectives and models for the study of online education, most of these focus on the analysis of the verbal aspects of such learning, while very few consider the relationship between speech and elements of a different nature, such as images and hypermediality. In a previous article we presented a proposal for a comprehensive semiotic analysis of virtual learning environments that more recently has been developed and tested for the study of different online training courses without instructional intervention. In this paper we use this same proposal to analyze online learning environments in the framework of courses with instructional intervention. One of the main observations in relation to this type of analyses is that the organizational aspects of the courses are found to be related to the way in which the input elements for the teaching and learning process are constructed.

  7. From Research Resources to Learning Objects: Process Model and Virtualization Experiences

    Science.gov (United States)

    Sierra, Jose Luis; Fernandez-Valmayor, Alfredo; Guinea, Mercedes; Hernanz, Hector

    2006-01-01

    Typically, most research and academic institutions own and archive a great amount of objects and research related resources that have been produced, used and maintained over long periods of time by different types of "domain experts" (e.g. lecturers and researchers). Although the potential educational value of these resources is very…

  8. Virtualization, The next step for online services

    Directory of Open Access Journals (Sweden)

    Haller Piroska

    2013-06-01

    Full Text Available Virtualization allows sharing and allocating the hardware resources to more virtual machines thus increasing their usage rate. There are multiple solutions available today such as VMware vSphere, Microsoft Hyper-V, Xen Server and Red Hat KVM each with its own advantages and disadvantages. Choosing the right virtualization solution largely depends on the used applications and their resources requirements. The comparative analysis of the available virtualization solutions shows that it is essential to establish performance criteria’s and minimum and maximum resources usage thresholds over a given period of time. The coexistence of different services in different virtual machines that use different amount of resources allows a more efficient use of the available hardware resources.

  9. Discovery and Use of Online Learning Resources: Case Study Findings

    OpenAIRE

    Laurie Miller Nelson; James Dorward; Mimi M. Recker

    2004-01-01

    Much recent research and funding have focused on building Internet-based repositories that contain collections of high-quality learning resources, often called learning objects. Yet little is known about how non-specialist users, in particular teachers, find, access, and use digital learning resources. To address this gap, this article describes a case study of mathematics and science teachers practices and desires surrounding the discovery, selection, and use of digital library resources for...

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

    Science.gov (United States)

    Hansen, Margaret M

    2008-09-01

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

  11. Novel Data Mining Methods for Virtual Screening of Biological Active Chemical Compounds

    KAUST Repository

    Soufan, Othman M.

    2016-11-23

    Drug discovery is a process that takes many years and hundreds of millions of dollars to reveal a confident conclusion about a specific treatment. Part of this sophisticated process is based on preliminary investigations to suggest a set of chemical compounds as candidate drugs for the treatment. Computational resources have been playing a significant role in this part through a step known as virtual screening. From a data mining perspective, availability of rich data resources is key in training prediction models. Yet, the difficulties imposed by big expansion in data and its dimensionality are inevitable. In this thesis, I address the main challenges that come when data mining techniques are used for virtual screening. In order to achieve an efficient virtual screening using data mining, I start by addressing the problem of feature selection and provide analysis of best ways to describe a chemical compound for an enhanced screening performance. High-throughput screening (HTS) assays data used for virtual screening are characterized by a great class imbalance. To handle this problem of class imbalance, I suggest using a novel algorithm called DRAMOTE to narrow down promising candidate chemicals aimed at interaction with specific molecular targets before they are experimentally evaluated. Existing works are mostly proposed for small-scale virtual screening based on making use of few thousands of interactions. Thus, I propose enabling large-scale (or big) virtual screening through learning millions of interaction while exploiting any relevant dependency for a better accuracy. A novel solution called DRABAL that incorporates structure learning of a Bayesian Network as a step to model dependency between the HTS assays, is showed to achieve significant improvements over existing state-of-the-art approaches.

  12. Motor learning from virtual reality to natural environments in individuals with Duchenne muscular dystrophy.

    Science.gov (United States)

    Quadrado, Virgínia Helena; Silva, Talita Dias da; Favero, Francis Meire; Tonks, James; Massetti, Thais; Monteiro, Carlos Bandeira de Mello

    2017-11-10

    To examine whether performance improvements in the virtual environment generalize to the natural environment. we had 64 individuals, 32 of which were individuals with DMD and 32 were typically developing individuals. The groups practiced two coincidence timing tasks. In the more tangible button-press task, the individuals were required to 'intercept' a falling virtual object at the moment it reached the interception point by pressing a key on the computer. In the more abstract task, they were instructed to 'intercept' the virtual object by making a hand movement in a virtual environment using a webcam. For individuals with DMD, conducting a coincidence timing task in a virtual environment facilitated transfer to the real environment. However, we emphasize that a task practiced in a virtual environment should have higher rates of difficulties than a task practiced in a real environment. IMPLICATIONS FOR REHABILITATION Virtual environments can be used to promote improved performance in ?real-world? environments. Virtual environments offer the opportunity to create paradigms similar ?real-life? tasks, however task complexity and difficulty levels can be manipulated, graded and enhanced to increase likelihood of success in transfer of learning and performance. Individuals with DMD, in particular, showed immediate performance benefits after using virtual reality.

  13. Strategies for combining physics videos and virtual laboratories in the training of physics teachers

    Science.gov (United States)

    Dickman, Adriana; Vertchenko, Lev; Martins, Maria Inés

    2007-03-01

    Among the multimedia resources used in physics education, the most prominent are virtual laboratories and videos. On one hand, computer simulations and applets have very attractive graphic interfaces, showing an incredible amount of detail and movement. On the other hand, videos, offer the possibility of displaying high quality images, and are becoming more feasible with the increasing availability of digital resources. We believe it is important to discuss, throughout the teacher training program, both the functionality of information and communication technology (ICT) in physics education and, the varied applications of these resources. In our work we suggest the introduction of ICT resources in a sequence integrating these important tools in the teacher training program, as opposed to the traditional approach, in which virtual laboratories and videos are introduced separately. In this perspective, when we introduce and utilize virtual laboratory techniques we also provide for its use in videos, taking advantage of graphic interfaces. Thus the students in our program learn to use instructional software in the production of videos for classroom use.

  14. Discovery and Use of Online Learning Resources: Case Study Findings

    Science.gov (United States)

    Recker, Mimi M.; Dorward, James; Nelson, Laurie Miller

    2004-01-01

    Much recent research and funding have focused on building Internet-based repositories that contain collections of high-quality learning resources, often called "learning objects." Yet little is known about how non-specialist users, in particular teachers, find, access, and use digital learning resources. To address this gap, this article…

  15. Virtual Physics Laboratory Application Based on the Android Smartphone to Improve Learning Independence and Conceptual Understanding

    Science.gov (United States)

    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…

  16. Portal and repository for sharing mathematical learning objects

    NARCIS (Netherlands)

    Zanden, van der A.H.W.; Cuypers, H.; Luca, J.; Weippl, E.R.

    2008-01-01

    Now that Virtual Learning Environments are common within higher education in the Netherlands it is time to work with online validated informational resources. Technologies such as repositories are the systems to manage learning content but are most inconvenient in use. The national project NKBW aims

  17. Nursing Faculty Experiences of Virtual Learning Environments for Teaching Clinical Reasoning

    Science.gov (United States)

    Zacharzuk-Marciano, Tara

    2017-01-01

    Nurses need sharp, clinical reasoning skills to respond to critical situations and to be successful at work in a complex and challenging healthcare system. While past research has focused on using virtual learning environments to teach clinical reasoning, there has been limited research on the experiences of nursing faculty and there is a need for…

  18. Learning Curves of Virtual Mastoidectomy in Distributed and Massed Practice

    DEFF Research Database (Denmark)

    Andersen, Steven Arild Wuyts; Konge, Lars; Cayé-Thomasen, Per

    2015-01-01

    IMPORTANCE: Repeated and deliberate practice is crucial in surgical skills training, and virtual reality (VR) simulation can provide self-directed training of basic surgical skills to meet the individual needs of the trainee. Assessment of the learning curves of surgical procedures is pivotal...... in understanding skills acquisition and best-practice implementation and organization of training. OBJECTIVE: To explore the learning curves of VR simulation training of mastoidectomy and the effects of different practice sequences with the aim of proposing the optimal organization of training. DESIGN, SETTING...... plateaued on a score of 16.0 (15.3-16.7) at approximately the ninth repetition, but the individual learning curves were highly variable. CONCLUSIONS AND RELEVANCE: Novices can acquire basic mastoidectomy competencies with self-directed VR simulation training. Training should be organized with distributed...

  19. Teaching and Learning in the Virtual Campus: The Case of the University of Barcelona

    Science.gov (United States)

    Gil, Juana M. Sancho; Sanchez, Joan-Anton

    2012-01-01

    This article is based on a research project aimed at analysing the teaching and learning models explicit and implicit in the different uses of e-learning platforms. From qualitative analysis of the interview with the coordinator of the Virtual Campus of the University of Barcelona (VC-UB) and the focus group with the 8 lecturers, emerged both the…

  20. Material Matters for Learning in Virtual Networks: A Case Study of a Professional Learning Programme Hosted in a Google+ Online Community

    Science.gov (United States)

    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…

  1. Estrategias didácticas creativas en entornos virtuales para el aprendizaje (CREATIVE DIDACTIC STRATEGIES IN VIRTUAL SURROUNDINGS FOR THE LEARNING

    Directory of Open Access Journals (Sweden)

    Delgado Fernández Marianela

    2009-08-01

    Full Text Available Resumen:Esta reseña temática presenta una recopilación de distintas estrategias didácticas que pueden ser aplicadas en los cursos que se implementan en entornos virtuales de aprendizaje. Las estrategias se presentan categorizadas en tres tipos: a centradas en la individualización de la enseñanza, b para la enseñanza en grupo, centradas en la presentación de información y la colaboración y c centradas en el trabajo colaborativo. Al final, se brindan ejemplos de estas modalidades integradas con algunas de las herramientas de la plataforma virtual Moodle.Abstract:This essay presents a compilation of different didactic strategies that can be applied in the courses that are implemented in virtual surroundings of learning. This strategies appears categorized in: a centered in the individualization of education, b for group education, strategies centered in presentation of information, c centered in the collaborative work, and finally strategies that offer some of the tools of the virtual platform Moodle.

  2. Open Educational Resources: The Role of OCW, Blogs and Videos in Computer Networks Classroom

    Directory of Open Access Journals (Sweden)

    Pablo Gil

    2012-09-01

    Full Text Available This paper analyzes the learning experiences and opinions obtained from a group of undergraduate students in their interaction with several on-line multimedia resources included in a free on-line course about Computer Networks. These new educational resources employed are based on the Web2.0 approach such as blogs, videos and virtual labs which have been added in a web-site for distance self-learning.

  3. Social Gaming and Learning Applications: A Driving Force for the Future of Virtual and Augmented Reality?

    Science.gov (United States)

    Dörner, Ralf; Lok, Benjamin; Broll, Wolfgang

    Backed by a large consumer market, entertainment and education applications have spurred developments in the fields of real-time rendering and interactive computer graphics. Relying on Computer Graphics methodologies, Virtual Reality and Augmented Reality benefited indirectly from this; however, there is no large scale demand for VR and AR in gaming and learning. What are the shortcomings of current VR/AR technology that prevent a widespread use in these application areas? What advances in VR/AR will be necessary? And what might future “VR-enhanced” gaming and learning look like? Which role can and will Virtual Humans play? Concerning these questions, this article analyzes the current situation and provides an outlook on future developments. The focus is on social gaming and learning.

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

    Science.gov (United States)

    Beckmann, Jennifer; Weber, Peter

    2015-01-01

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

  5. Virtual Learning Simulations in High School: Effects on Cognitive and Non-cognitive Outcomes and Implications on the Development of STEM Academic and Career Choice

    OpenAIRE

    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 increas...

  6. Building Virtual Watersheds: A Global Opportunity to Strengthen Resource Management and Conservation

    Science.gov (United States)

    Benda, Lee; Miller, Daniel; Barquin, Jose; McCleary, Richard; Cai, TiJiu; Ji, Y.

    2016-03-01

    Modern land-use planning and conservation strategies at landscape to country scales worldwide require complete and accurate digital representations of river networks, encompassing all channels including the smallest headwaters. The digital river networks, integrated with widely available digital elevation models, also need to have analytical capabilities to support resource management and conservation, including attributing river segments with key stream and watershed data, characterizing topography to identify landforms, discretizing land uses at scales necessary to identify human-environment interactions, and connecting channels downstream and upstream, and to terrestrial environments. We investigate the completeness and analytical capabilities of national to regional scale digital river networks that are available in five countries: Canada, China, Russia, Spain, and United States using actual resource management and conservation projects involving 12 university, agency, and NGO organizations. In addition, we review one pan-European and one global digital river network. Based on our analysis, we conclude that the majority of the regional, national, and global scale digital river networks in our sample lack in network completeness, analytical capabilities or both. To address this limitation, we outline a general framework to build as complete as possible digital river networks and to integrate them with available digital elevation models to create robust analytical capabilities (e.g., virtual watersheds). We believe this presents a global opportunity for in-country agencies, or international players, to support creation of virtual watersheds to increase environmental problem solving, broaden access to the watershed sciences, and strengthen resource management and conservation in countries worldwide.

  7. QoS-Aware Resource Allocation for Network Virtualization in an Integrated Train Ground Communication System

    Directory of Open Access Journals (Sweden)

    Li Zhu

    2018-01-01

    Full Text Available Urban rail transit plays an increasingly important role in urbanization processes. Communications-Based Train Control (CBTC Systems, Passenger Information Systems (PIS, and Closed Circuit Television (CCTV are key applications of urban rail transit to ensure its normal operation. In existing urban rail transit systems, different applications are deployed with independent train ground communication systems. When the train ground communication systems are built repeatedly, limited wireless spectrum will be wasted, and the maintenance work will also become complicated. In this paper, we design a network virtualization based integrated train ground communication system, in which all the applications in urban rail transit can share the same physical infrastructure. In order to better satisfy the Quality of Service (QoS requirement of each application, this paper proposes a virtual resource allocation algorithm based on QoS guarantee, base station load balance, and application station fairness. Moreover, with the latest achievement of distributed convex optimization, we exploit a novel distributed optimization method based on alternating direction method of multipliers (ADMM to solve the virtual resource allocation problem. Extensive simulation results indicate that the QoS of the designed integrated train ground communication system can be improved significantly using the proposed algorithm.

  8. Improving students’ creativity using cooperative learning with virtual media on static fluida concept

    Science.gov (United States)

    Gunawan; Harjono, A.; Sahidu, H.; Nisrina

    2018-04-01

    Creativity is an important component of global competition in the 21st century. Therefore, learning innovation is needed to make students more creative. This research was conducted to improve students' creativity through cooperative learning using virtual media for the static fluid concept. This study was a quasi-experiment through a pre-test post-test design. The samples were chosen using cluster random sampling technique to obtain two groups, namely experimental group and control group. Data were collected using a creativity test in the form of an essay consisting of verbal and figural tests. The data were analyzed using t-test and N-gain test to determine the improvement of creativity in both groups. The results showed that the improvement of students' creativity in the experimental group was higher than the control group. The difference in the improvement of students’ creativity in both group is significant. Students become more creative especially related to indicators of fluency and elaboration. We conclude that the application of cooperative learning model using virtual media has a positive effect on students’ creativity.

  9. The dynamics of student learning within a high school virtual reality design class

    Science.gov (United States)

    Morales, Teresa M.

    This mixed method study investigated knowledge and skill development of high school students in a project-based VR design class, in which 3-D projects were developed within a student-centered, student-directed environment. This investigation focused on student content learning, and problem solving. Additionally the social dynamics of the class and the role of peer mentoring were examined to determine how these factors influenced student behavior and learning. Finally, parent and teachers perceptions of the influence of the class were examined. The participants included freshmen through senior students, parents, teachers and the high school principal. Student interviews and classroom observations were used to collect data from students, while teachers and parents completed surveys. The results of this study suggested that this application of virtual reality (VR) learning environment promoted the development of; meaningful cognitive experiences, creativity, leadership, global socialization, problem solving and a deeper understanding of academic content. Further theoretical implications for 3-D virtual reality technology are exceedingly promising, and warrant additional research and development as an instructional tool for practical use.

  10. Role of Open Source Tools and Resources in Virtual Screening for Drug Discovery.

    Science.gov (United States)

    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.

  11. The ability of ewes with lambs to learn a virtual fencing system.

    Science.gov (United States)

    Brunberg, E I; Bergslid, I K; Bøe, K E; Sørheim, K M

    2017-11-01

    The Nofence technology is a GPS-based virtual fencing system designed to keep sheep within predefined borders, without using physical fences. Sheep wearing a Nofence collar receive a sound signal when crossing the virtual border and a weak electric shock if continuing to walk out from the virtual enclosure. Two experiments testing the functionality of the Nofence system and a new learning protocol is described. In Experiment 1, nine ewes with their lambs were divided into groups of three and placed in an experimental enclosure with one Nofence border. During 2 days, there was a physical fence outside the border, during Day 3 the physical fence was removed and on Day 4, the border was moved to the other end of the enclosure. The sheep received between 6 and 20 shocks with an average of 10.9±2.0 (mean±SE) per ewe during all 4 days. The number of shocks decreased from 4.38±0.63 on Day 3 (when the physical fence was removed) to 1.5±0.71 on Day 4 (when the border was moved). The ewes spent on average 3%, 6%, 46% and 9% of their time outside the border on Days 1, 2, 3 and 4, respectively. In Experiment 2, 32 ewes, with and without lambs, were divided into groups of eight and placed in an experimental enclosure. On Day 1, the enclosure was fenced with three physical fences and one virtual border, which was then increased to two virtual borders on Day 2. To continue to Day 3, when there was supposed to be three virtual borders on the enclosure, at least 50% of the ewes in a group should have received a maximum of four shocks on Day 2. None of the groups reached this learning criterion and the experiment ended after Day 2. The sheep received 4.1±0.32 shocks on Day 1 and 4.7±0.28 shocks on Day 2. In total, 71% of the ewes received the maximum number of five shocks on Day 1 and 77% on Day 2. The individual ewes spent between 0% and 69.5% of Day 1 in the exclusion zone and between 0% and 64% on Day 2. In conclusion, it is too challenging to ensure an efficient learning

  12. Virtual Worlds and the Learner Hero: How Today's Video Games Can Inform Tomorrow's Digital Learning Environments

    Science.gov (United States)

    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…

  13. Technology, Educator Intention, and Relationships in Virtual Learning Spaces: A Qualitative Metasynthesis.

    Science.gov (United States)

    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.

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

    Science.gov (United States)

    Garcia, Consuelo; Badia, Antoni

    2017-01-01

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

  15. Virtual Sambor Prei Kuk: An Interactive Learning Tool

    Directory of Open Access Journals (Sweden)

    Daniel Michon

    2012-06-01

    Full Text Available MUVEs (Multi-User Virtual Environments are a new media for researching the genesis and evolution of sites of cultural significance. MUVEs are able to model both the tangible and intangible heritage of a site, allowing the user to obtain a more dynamic understanding of the culture. This paper illustrates a cultural heritage project which captures and communicates the interplay of context (geography, content (architecture and artifacts and temporal activity (rituals and everyday life leading to a unique digital archive of the tangible and intangible heritage of the temple complex at Sambor Prei Kuk, Cambodia, circa seventh-eighth century CE. The MU6VE is used to provide a platform which enables the experience of weaved tangible and intangible cultural heritage. This, we argue, turns static space into meaningful place. Further, this kind of digital model has the potential to bring together Jean Lave and Etienne Wenger’s theorizing on the importance of community in education and more recent theorizing on the impact of Virtual Worlds on learning by James Paul Gee.

  16. Virtual laboratory learning media development to improve science literacy skills of mechanical engineering students on basic physics concept of material measurement

    Science.gov (United States)

    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.

  17. A methodological proposal for comprehensive research: Communicative interactions in a virtual learning environment [Propuesta metodológica para la investigación comprensiva: Interacciones comunicativas en un entorno virtual de aprendizaje

    OpenAIRE

    Lopera C.V.; Vasquez S.A.

    2011-01-01

    To understand the communicative interactions that come up in the relationships of students in a virtual learning environment, the project "Communicative interactions in a virtual learning environment" was developed within a comprehensive research framework that refers to the structure of epistemological and methodological decisions and acts that allows a person to comprehensively access to the sense of life practices. Departing from an etnomethodological focus, the data obtaining, the analysi...

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

    Science.gov (United States)

    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…

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

    Science.gov (United States)

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

    2004-01-01

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

  20. VIRTUAL LEADERSHIP AT DISTANCE EDUCATION TEAMS

    Directory of Open Access Journals (Sweden)

    Meltem KUSCU

    2016-07-01

    Full Text Available Globalization being one of the most popular terms of recent years is considered as a factor changing the operation styles of the companies. Companies and universities opened up to the world with the globalization and as a result of it, they had the opportunity of being a world brand. Now, some companies have affiliated companies in almost every country. Well, if we think about time and place difference how do these companies lead the affiliated companies in various locations of the world? This question resulted in the new leadership approach, virtual leadership. The process of distance learning beginning with newspaper advertisement appears as virtual learning now. A number of companies and universities provide distance learning classes and in-service training in virtual platform via Internet. These trainings provided independently from time and space are conducted in a country and worldwide sometimes. If we consider individuals in different time and environments as virtual teams, dealing with these virtual teams is the duty of virtual leader. The purpose of this study is to examine virtual leadership perception of distance learning teams. Three trivets are in question for distance learning teams. The first one is the academicians lecturing the second one is the students and the third one is coordinator and technical support team. Perceptions of virtual leader of the said three groups were examined individually in this study.

  1. eLearning resources to supplement postgraduate neurosurgery training.

    OpenAIRE

    Stienen, MN; Schaller, K; Cock, H; Lisnic, V; Regli, L; Thomson, S

    2017-01-01

    BACKGROUND: In an increasingly complex and competitive professional environment, improving methods to educate neurosurgical residents is key to ensure high-quality patient care. Electronic (e)Learning resources promise interactive knowledge acquisition. We set out to give a comprehensive overview on available eLearning resources that aim to improve postgraduate neurosurgical training and review the available literature. MATERIAL AND METHODS: A MEDLINE query was performed, using the search ter...

  2. Virtual Learning Simulations in High School: Effects on Cognitive and Non-cognitive Outcomes and Implications on the Development of STEM Academic and Career Choice.

    Science.gov (United States)

    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.

  3. Virtual Learning Simulations in High School: Effects on Cognitive and Non-cognitive Outcomes and Implications on the Development of STEM Academic and Career Choice

    Directory of Open Access Journals (Sweden)

    Malene Thisgaard

    2017-05-01

    Full Text Available 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.

  4. An Analysis of Learners' Intentions toward Virtual Reality Learning Based on Constructivist and Technology Acceptance Approaches

    Science.gov (United States)

    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…

  5. Virtual microscopy and digital pathology in training and education.

    Science.gov (United States)

    Hamilton, Peter W; Wang, Yinhai; McCullough, Stephen J

    2012-04-01

    Traditionally, education and training in pathology has been delivered using textbooks, glass slides and conventional microscopy. Over the last two decades, the number of web-based pathology resources has expanded dramatically with centralized pathological resources being delivered to many students simultaneously. Recently, whole slide imaging technology allows glass slides to be scanned and viewed on a computer screen via dedicated software. This technology is referred to as virtual microscopy and has created enormous opportunities in pathological training and education. Students are able to learn key histopathological skills, e.g. to identify areas of diagnostic relevance from an entire slide, via a web-based computer environment. Students no longer need to be in the same room as the slides. New human-computer interfaces are also being developed using more natural touch technology to enhance the manipulation of digitized slides. Several major initiatives are also underway introducing online competency and diagnostic decision analysis using virtual microscopy and have important future roles in accreditation and recertification. Finally, researchers are investigating how pathological decision-making is achieved using virtual microscopy and modern eye-tracking devices. Virtual microscopy and digital pathology will continue to improve how pathology training and education is delivered. © 2012 The Authors APMIS © 2012 APMIS.

  6. Virtual screening by a new Clustering-based Weighted Similarity Extreme Learning Machine approach.

    Science.gov (United States)

    Pasupa, Kitsuchart; Kudisthalert, Wasu

    2018-01-01

    Machine learning techniques are becoming popular in virtual screening tasks. One of the powerful machine learning algorithms is Extreme Learning Machine (ELM) which has been applied to many applications and has recently been applied to virtual screening. We propose the Weighted Similarity ELM (WS-ELM) which is based on a single layer feed-forward neural network in a conjunction of 16 different similarity coefficients as activation function in the hidden layer. It is known that the performance of conventional ELM is not robust due to random weight selection in the hidden layer. Thus, we propose a Clustering-based WS-ELM (CWS-ELM) that deterministically assigns weights by utilising clustering algorithms i.e. k-means clustering and support vector clustering. The experiments were conducted on one of the most challenging datasets-Maximum Unbiased Validation Dataset-which contains 17 activity classes carefully selected from PubChem. The proposed algorithms were then compared with other machine learning techniques such as support vector machine, random forest, and similarity searching. The results show that CWS-ELM in conjunction with support vector clustering yields the best performance when utilised together with Sokal/Sneath(1) coefficient. Furthermore, ECFP_6 fingerprint presents the best results in our framework compared to the other types of fingerprints, namely ECFP_4, FCFP_4, and FCFP_6.

  7. MEAT: An Authoring Tool for Generating Adaptable Learning Resources

    Science.gov (United States)

    Kuo, Yen-Hung; Huang, Yueh-Min

    2009-01-01

    Mobile learning (m-learning) is a new trend in the e-learning field. The learning services in m-learning environments are supported by fundamental functions, especially the content and assessment services, which need an authoring tool to rapidly generate adaptable learning resources. To fulfill the imperious demand, this study proposes an…

  8. Measuring learning gain: Comparing anatomy drawing screencasts and paper-based resources.

    Science.gov (United States)

    Pickering, James D

    2017-07-01

    The use of technology-enhanced learning (TEL) resources is now a common tool across a variety of healthcare programs. Despite this popular approach to curriculum delivery there remains a paucity in empirical evidence that quantifies the change in learning gain. The aim of the study was to measure the changes in learning gain observed with anatomy drawing screencasts in comparison to a traditional paper-based resource. Learning gain is a widely used term to describe the tangible changes in learning outcomes that have been achieved after a specific intervention. In regard to this study, a cohort of Year 2 medical students voluntarily participated and were randomly assigned to either a screencast or textbook group to compare changes in learning gain across resource type. Using a pre-test/post-test protocol, and a range of statistical analyses, the learning gain was calculated at three test points: immediate post-test, 1-week post-test and 4-week post-test. Results at all test points revealed a significant increase in learning gain and large effect sizes for the screencast group compared to the textbook group. Possible reasons behind the difference in learning gain are explored by comparing the instructional design of both resources. Strengths and weaknesses of the study design are also considered. This work adds to the growing area of research that supports the effective design of TEL resources which are complimentary to the cognitive theory of multimedia learning to achieve both an effective and efficient learning resource for anatomical education. Anat Sci Educ 10: 307-316. © 2016 American Association of Anatomists. © 2016 American Association of Anatomists.

  9. Estudio de la estructura y del comportamiento de las comunidades virtuales de aprendizaje no formal sobre estandarización del e-learning

    NARCIS (Netherlands)

    Burgos, Daniel

    2006-01-01

    Two main hypotheses are supported on this research: 1) Virtual communities on informal e-learning are organized as directed graphs; and b) virtual communities on informal e-learning follow some patterns on participation and behavior that can be identified and bounded, related to face-to-face and

  10. Virtual Worlds for Virtual Organizing

    Science.gov (United States)

    Rhoten, Diana; Lutters, Wayne

    The members and resources of a virtual organization are dispersed across time and space, yet they function as a coherent entity through the use of technologies, networks, and alliances. As virtual organizations proliferate and become increasingly important in society, many may exploit the technical architecture s of virtual worlds, which are the confluence of computer-mediated communication, telepresence, and virtual reality originally created for gaming. A brief socio-technical history describes their early origins and the waves of progress followed by stasis that brought us to the current period of renewed enthusiasm. Examination of contemporary examples demonstrates how three genres of virtual worlds have enabled new arenas for virtual organizing: developer-defined closed worlds, user-modifiable quasi-open worlds, and user-generated open worlds. Among expected future trends are an increase in collaboration born virtually rather than imported from existing organizations, a tension between high-fidelity recreations of the physical world and hyper-stylized imaginations of fantasy worlds, and the growth of specialized worlds optimized for particular sectors, companies, or cultures.

  11. When "Teaching a Class of Daemons, Dragons and Trainee Teachers"--Learning the Pedagogy of the Virtual Classroom

    Science.gov (United States)

    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…

  12. Connecting Distance Learning Communities to Research via Virtual Collaboratories: A Case Study from Library and Information Science

    Science.gov (United States)

    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…

  13. Security challenges for virtualization in cloud

    International Nuclear Information System (INIS)

    Tayab, A.

    2015-01-01

    Virtualization is a model that is vastly growing in IT industry. Virtualization provides more than one logical resource in one single physical machine. Infrastructure use cloud services and on behalf of virtualization, cloud computing is also a rapidly growing model of IT industry. Cloud provider and cloud user, both remain ignorant of each other's security. Since virtualization and cloud computing are rapidly expanding and becoming more and more complex in infrastructure, more security is required to protect them from potential attacks and security threats. Virtualization provides various benefits in terms of hardware utilization, resources protection, remote access and other resources. This paper intends to discuss the common exploits of security uses in the virtualized environment and focuses on the security threats from the attacker's perspective. This paper discuss the major areas of virtualized model environment and also address the security concerns. And finally presents a solution for secure valorization in IT infrastructure and to protect inter communication of virtual machines. (author)

  14. A Virtual Walk through London: Culture Learning through a Cultural Immersion Experience

    Science.gov (United States)

    Shih, Ya-Chun

    2015-01-01

    Integrating Google Street View into a three-dimensional virtual environment in which users control personal avatars provides these said users with access to an innovative, interactive, and real-world context for communication and culture learning. We have selected London, a city famous for its rich historical, architectural, and artistic heritage,…

  15. Virtual Learning Environments as Sociomaterial Agents in the Network of Teaching Practice

    Science.gov (United States)

    Johannesen, Monica; Erstad, Ola; Habib, Laurence

    2012-01-01

    This article presents findings related to the sociomaterial agency of educators and their practice in Norwegian education. Using actor-network theory, we ask how Virtual Learning Environments (VLEs) negotiate the agency of educators and how they shape their teaching practice. Since the same kinds of VLE tools have been widely implemented…

  16. Learning to Teach in Second Life: A Novice Adventure in Virtual Reality

    Science.gov (United States)

    Ellis, Maureen; Anderson, Patricia

    2011-01-01

    Second Life (SL) is a social virtual world, which emphasizes the general use of immersive worlds for supporting a variety of human activities and interactions, presenting a plethora of new opportunities and challenges for enriching how we learn, work and play (Boulos, Hetherington & Wheeler, 2007; Prasolova-Førland, Sourin & Sourina,…

  17. Virtual Learning Communities as a Vehicle for Workforce Development: A Case Study

    Science.gov (United States)

    Allan, Barbara; Lewis, Dina

    2006-01-01

    Purpose: The purpose of this paper is to explore the benefits and challenges of using a virtual learning community (VLC) as a vehicle for workforce development. This paper argues that VLCs provide a flexible vehicle for workforce development. However, workplace realities may lead to unexpected challenges for participants wanting exploit the…

  18. Virtual Learning Spaces at the Royal Danish Defence College

    DEFF Research Database (Denmark)

    Frølund, Gro

    A growing proportion of today’s educational activity, civilian as well as military, takes place in virtual learning environments. A corollary of this growth is the emerging concern that the educational value of information and communication technology (ICT) is under-used by educators....... There are also professional concerns that ICT may even undermine the effectiveness of teaching in some instances. A recent report notes that our educational institutions are ill-prepared pedagogically for making the most of technology. It asserts that simply adding twenty first century technologies to twentieth...... century teaching practices will “dilute the effectiveness of teaching”. Since our military institutions are currently adopting new technologies extensively, this issue is a pressing one. We need a deeper understanding of how e-learning affects learners in a military context. For this reason, the present...

  19. Virtual goods recommendations in virtual worlds.

    Science.gov (United States)

    Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren

    2015-01-01

    Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods.

  20. The US Virtual Herbarium: working with individual herbaria to build a national resource.

    Science.gov (United States)

    Barkworth, Mary E; Murrell, Zack E

    2012-01-01

    The goal of the US Virtual Herbarium (USVH) project is to digitize (database, image, georeference) all specimens in all US herbaria, enabling them to be made available through a single portal. Herbaria house specimens of plants, fungi, and algae, so USVH will offer a rich portrait of biodiversity in the US and in the other countries represented in US herbaria. Equally importantly, working towards this goal will engage people with herbaria and the organisms they house, expanding their appreciation of both the power of biodiversity informatics and the demands that it places on data providers while developing improved communication among those working in and with herbaria. The project is not funded but has strong support among those working in herbaria. It works through regional herbarium networks, some of which existed prior to the USVH project, while others are still in gestation. It differs from most digitization projects in its emphasis on helping those involved with herbaria become part of a national enterprise, an aspect that is seen as critical to creating the resources needed to develop and sustain the project. In this paper, we present some of the lessons we have learned and the difficulties we have encountered during the first few years of the project.

  1. The US Virtual Herbarium: working with individual herbaria to build a national resource

    Directory of Open Access Journals (Sweden)

    Mary Barkworth

    2012-07-01

    Full Text Available The goal of the US Virtual Herbarium (USVH project is to digitize (database, image, georeference all specimens in all US herbaria, enabling them to be made available through a single portal. Herbaria house specimens of plants, fungi, and algae, so USVH will offer a rich portrait of biodiversity in the US and in the other countries represented in US herbaria. Equally importantly, working towards this goal will engage people with herbaria and the organisms they house, expanding their appreciation of both the power of biodiversity informatics and the demands that it places on data providers while developing improved communication among those working in and with herbaria. The project is not funded but has strong support among those working in herbaria. It works through regional herbarium networks, some of which existed prior to the USVH project, while others are still in gestation. It differs from most digitization projects in its emphasis on helping those involved with herbaria become part of a national enterprise, an aspect that is seen as critical to creating the resources needed to develop and sustain the project. In this paper, we present some of the lessons we have learned and the difficulties we have encountered during the first few years of the project.

  2. Visual Perspectives within Educational Computer Games: Effects on Presence and Flow within Virtual Immersive Learning Environments

    Science.gov (United States)

    Scoresby, Jon; Shelton, Brett E.

    2011-01-01

    The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by factors of game content and differences in viewing perspectives. This study is a qualitative…

  3. COLLABORATION AND DIALOGUE IN VIRTUAL REALITY

    Directory of Open Access Journals (Sweden)

    Camilla Gyldendahl Jensen

    2017-01-01

    Full Text Available “Virtual reality” adds a new dimension to constructivist problem-based learning (PBL environments in the architectural and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with “Building Information Models” (BIM, “Virtual Reality” provides an entirely new opportunity to innovate and optimize the architecture and construction in its early stages, which creates and iterative learning process. There are several studies where virtual simulation tools based on predefined tutorials are tested for their ability to facilitate collaborative processes. This study addresses the problem from a new angle by the virtual universe created through the students' own iterative design of a building. The “Virtual reality” system's narrative tale arises spontaneously through the dialogue. The result of this study shows that “Virtual Reality”, as a tool, creates some changes in the dialogue conditions which affect the learning process. The use of “Virtual Reality” requires a very precise framing about the system's ability to facilitate a collaborative learning process. The analysis identifies several clear opportunities about incorporating gamification mechanisms known from e.g. video games software.

  4. Virtual CT-colonoscopy resources in large intestine neoplasia

    Directory of Open Access Journals (Sweden)

    Chalyk Yu.V.

    2011-12-01

    Full Text Available The research goal is to state possibility of virtual colonoscopy and to determine the localization and nature of neoplasms in the large intestine. Materials and methods: 38 patients have been examined by the method of virtual colonoscopy. The preceding stage of diagnosis by total fibrocolonoscopy has not been a success. Results: Virtual colonoscopy has been performed in 94.7% of patients. The same tumors have been identified in the proximal colon, direct examination of which has not been possible. Conclusion: Virtual colonoscopy is the method of choice for topical diagnosis of tumors of the colon

  5. Factores cognitivos y actitudinales implicados en sistemas de personalización y de tutoría virtual en programas de e-learning aplicados a la enseñanza de la psicología Cognitive and attitudinal factors implied in personalized systems and virtual tutorial in e-learning programs applied to teaching psychology

    Directory of Open Access Journals (Sweden)

    Federico González

    2010-12-01

    Full Text Available El trabajo trata sobre los resultados de un relevamiento de las dimensiones cognitiva y actitudinal en programas de e-learning implementados a través de sistemas de personalización y tutoría virtual. En una plataforma de e-learning, un sistema de personalización posibilita la administración flexible de contenidos conforme a características de los educandos. El núcleo básico del estudio radica en evaluar el nivel de eficacia de un sistema de tutoría virtual sobre el aprendizaje significativo y las actitudes, en el contexto de programas de e-learning aplicados a psicología. Se realizó un abordaje empírico con una muestra de 200 estudiantes de psicología extraída aleatoriamente, quienes realizaron actividades de e-learning bajo dos condiciones experimentales: a implementadas sobre plataformas con tutoría online y b implementadas sobre plataformas de e-learning sin dicha tutoría. Posteriormente, se administraron cuestionarios semiestructurados para indagar el impacto cognitivo y actitudinal de la experiencia. Los resultados revelan una incidencia significativa del sistema de tutoría virtual sobre las variables bajo estudio.This work is about the results of cognitive and attitudinal dimensions´ survey from an e-learning program implemented through personalized systems and virtual tutorial. In an e-learning platform, a personalized system makes possible a flexible administration of contents according to students' characteristics. The aim of the study was to determine the level of effectiveness of the virtual tutoring system on significant learning and attitudes, in the context of e-learning programs applied to psychology. An empirical study with a random sample of 200 university students was made. The subjects made activities of e-learning under two experimental conditions: a implemented on platforms with a virtual tutorial online and, b implemented on platforms of e-learning without this tutorial. Semi-structured questionnaires were

  6. Construction of Virtual-Experiment Systems for Information Science Education

    Science.gov (United States)

    She, Jin-Hua; Amano, Naoki

    Practice is very important in education because it not only can stimulate the motivation of learning, but also can deepen the understanding of theory. However, due to the limitations on the time and experiment resources, experiments cannot be simply introduced in every lesson. To make the best use of multimedia technology, this paper designs five virtual experiment systems, which are based on the knowledge of physics at the high-school lever, to improve the effectiveness of teaching data processing. The systems are designed by employing the cognitive theory of multimedia learning and the inner game principle to ensure the easy use and to reduce the cognitive load. The learning process is divided into two stages: the first stage teaches the basic concepts of data processing; and the second stage practices the techniques taught in the first stage and uses them to build a linear model and to carry out estimation. The virtual experiment systems have been tested in an university's data processing course, and have demonstrated their validity.

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

    Science.gov (United States)

    Limniou, M.; Smith, M.

    2010-12-01

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

  8. Big Data X-Learning Resources Integration and Processing in Cloud Environments

    Directory of Open Access Journals (Sweden)

    Kong Xiangsheng

    2014-09-01

    Full Text Available The cloud computing platform has good flexibility characteristics, more and more learning systems are migrated to the cloud platform. Firstly, this paper describes different types of educational environments and the data they provide. Then, it proposes a kind of heterogeneous learning resources mining, integration and processing architecture. In order to integrate and process the different types of learning resources in different educational environments, this paper specifically proposes a novel solution and massive storage integration algorithm and conversion algorithm to the heterogeneous learning resources storage and management cloud environments.

  9. Discovery and Use of Online Learning Resources: Case Study Findings

    Directory of Open Access Journals (Sweden)

    Laurie Miller Nelson

    2004-04-01

    Full Text Available Much recent research and funding have focused on building Internet-based repositories that contain collections of high-quality learning resources, often called ‘learning objects.’ Yet little is known about how non-specialist users, in particular teachers, find, access, and use digital learning resources. To address this gap, this article describes a case study of mathematics and science teachers’ practices and desires surrounding the discovery, selection, and use of digital library resources for instructional purposes. Findings suggest that the teacher participants used a broad range of search strategies in order to find resources that they deemed were age-appropriate, current, and accurate. They intended to include these resources with little modifications into planned instructional activities. The article concludes with a discussion of the implications of the findings for improving the design of educational digital library systems, including tools supporting resource reuse.

  10. Resource Guide for Persons with Learning Impairments.

    Science.gov (United States)

    IBM, Atlanta, GA. National Support Center for Persons with Disabilities.

    The resource guide identifies products which assist learning disabled and mentally retarded individuals in accessing IBM (International Business Machine) Personal Computers or the IBM Personal System/2 family of products. An introduction provides a general overview of ways computers can help learning disabled or retarded persons. The document then…

  11. Virtual reality as a comprehensive learning tool; Realidad virtual como una herramienta de aprendizaje integral

    Energy Technology Data Exchange (ETDEWEB)

    Perez Ramirez, Miguel [Instituto de Investigaciones Electricas, Cuernavaca, Morelos (Mexico); Ontiveros Hernandez, Norma Josefina [Instituto Tecnologico de Zacatepec, Zacatepec, Morelos (Mexico)

    2011-07-01

    This article presents some of the experiences with developing systems based on non-immersive virtual reality (VR). It discusses the factors that make VR a tool for creating content and learning contexts so that instruction is more efficient. VR systems enable risk-free training even when activities involve high risks, such as procedures for maintenance of medium voltage power lines. In addition, these systems have been designed to record student progress, among other things. [Spanish] Se presentan aqui algunas experiencias en el desarrollo de sistemas basados en realidad virtual (RV) no inmersiva. Se discute acerca de los factores que hacen de la RV una herramienta para crear contenido y con textos de aprendizaje, de tal modo que la instruccion pueda ser mas eficiente. Los sistemas de RV permiten el entrenamiento sin riesgos, aun cuando las actividades involucradas sean de alto riesgo, como es el caso de los procedimientos de mantenimiento a lineas energizadas de media tension. Por otro lado, estos sistemas tambien han sido habilitados para registrar el progreso de los estudiantes, entre otras cosas.

  12. The acceptance and use of a virtual learning environment in higher education: an empirical study in Turkey, and the UK

    Directory of Open Access Journals (Sweden)

    Özlem Efiloğlu Kurt

    2017-10-01

    Full Text Available Abstract This study evaluated the acceptance and use of a virtual learning environment in higher education by using the unified theory of acceptance and use of technology (UTAUT model. Study data were collected by means of a questionnaire form, completed by 1032 students receiving undergraduate education in Turkey and the United Kingdom, who currently use similar virtual learning environments. The role of performance expectancy, effort expectancy, social influence and facilitating conditions were evaluated and tested for both countries. The study results demonstrated that the behavioral intention and use behavior regarding the utilization of a virtual learning environment in higher education differed between the two countries, and that the level of impact of the factors that shape behavioral intention and use behavior also differed from one factor to another.

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

    Science.gov (United States)

    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.

  14. Learning Networks: connecting people, organizations, autonomous agents and learning resources to establish the emergence of effective lifelong learning

    NARCIS (Netherlands)

    Koper, Rob; Sloep, Peter

    2003-01-01

    Koper, E.J.R., Sloep, P.B. (2002) Learning Networks connecting people, organizations, autonomous agents and learning resources to establish the emergence of effective lifelong learning. RTD Programma into Learning Technologies 2003-2008. More is different… Heerlen, Nederland: Open Universiteit

  15. The Influences of the 2D Image-Based Augmented Reality and Virtual Reality on Student Learning

    Science.gov (United States)

    Liou, Hsin-Hun; Yang, Stephen J. H.; Chen, Sherry Y.; Tarng, Wernhuar

    2017-01-01

    Virtual reality (VR) learning environments can provide students with concepts of the simulated phenomena, but users are not allowed to interact with real elements. Conversely, augmented reality (AR) learning environments blend real-world environments so AR could enhance the effects of computer simulation and promote students' realistic experience.…

  16. Dyslexic Students in Higher Education and Virtual Learning Environments: An Exploratory Study

    Science.gov (United States)

    Habib, L.; Berget, G.; Sandnes, F. E.; Sanderson, N.; Kahn, P.; Fagernes, S.; Olcay, A.

    2012-01-01

    This paper presents the results of an interview-based study of the use of virtual learning environments (VLEs) among dyslexic students. Interviews were carried out with 12 informants who had been formally diagnosed as dyslexic. The informants were either enrolled in a university or college programme, or had graduated less than a year before the…

  17. FACTORS THAT PROMOTE THE DEFECTION OF THE VIRTUAL CLASSROOM

    Directory of Open Access Journals (Sweden)

    Jenniz La Madriz

    2016-12-01

    Full Text Available It education virtual is a resource that allows leverage them Tics for reduce barriers of space / time to learn and decrease the dropout school. The research had by objective determine them factors that promote the desertion of the classroom virtual of the subject of methods I, of support to them classes face-to-face, in the Faculty of Sciences economic and social, of the University of Carabobo.  The methodological design was based on the quantitative paradigm and as technical survey, obtaining the percentage ranges for each item of the questionnaire. The results of the study indicate that to reduce the drop-out necessary to face and avoid the feeling of frustration that the student can conceive with the disadvantages in the use of the virtual environment, personal, technical, academic and economic components.

  18. Designing and Developing Game-Like Learning Experience in Virtual Worlds: Challenges and Design Decisions of Novice Instructional Designers

    Science.gov (United States)

    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…

  19. EL ASPECTO LÚDICO DEL E-LEARNING: EL JUEGO EN ENTORNOS VIRTUALES DE APRENDIZAJE

    Directory of Open Access Journals (Sweden)

    Lucio Margulis

    2007-06-01

    Full Text Available RESUMEN: El uso de las tecnologías de la información y la comunicación (TICs está revolucionando la forma de aprender, enseñar y jugar de las nuevas generaciones y las organizaciones modernas. Incluso, podemos apreciar cómo -en muchos casos- las personas aprenden más gracias al entorno (compañeros, situación de aprendizaje, elementos e institución con la que interactúan, que por los contenidos específicos o el docente del curso. En este artículo propongo compartir una mirada particular sobre el aspecto lúdico de la producción de contenidos multimediales para proyectos de educación basados en modalidades de “e-Learning” (aprendizaje electrónico y “Blended Learning” (formato mixto que combina lo mejor del mundo real y del virtual. ABSTRACT: The use of 'Information and Communication Technologies' (ICT's is revolutionizing the way of learning, teaching and playing of new generations and modern organizations.We can appreciate how in many cases people learn more due to their surroundings (classmates, learning situations, elements and institutions with which they interact, than because of the specific course teacher. In this article I propose we share a particular perspective concerning the playful aspect of the multimedia contents for education projects based on 'e-learning' (electronic learning and 'Blended Learning' (mixed format that combines the best of the real and virtual world.

  20. ENGEMBANGAN VIRTUAL CLASS UNTUK PEMBELAJARAN AUGMENTED REALITY BERBASIS ANDROID

    Directory of Open Access Journals (Sweden)

    Rifiana Arief

    2015-02-01

    Full Text Available ABSTRACT Augmanted Reality for android handphone has been a trend among collage students of computer department who join New Media course. To develop this application, the knowladge about visual presentation theory and case study of Augmanted Reality on android phoneneed to be conducted. Learning media through virtual class can facilitate the students’ needs in learning and developing Augmanted Reality. The method of this study in developing virtual class for Augmented Reality learning were: a having preparation to arrange learning unit, b analyzing and developing the content of learning materials, c designing storyboard or scenario of the virtual class, d making website of virtual class, e implementing the website as facility of online learning for Augmanted Reality. The available facilities in virtual class were to check learning units, to choose and download the material in the forms of e-book and presentation slides, to open the relevant website link for material enrichment as well as students’ practice with pre-test and post-test for measuring students’ understanding. By implementing virtual class for Augmanted Reality learning based Android, it is expected to provide alternative learning strategies for students that are interesting and easy to understand. The students are expected to be able to utilize this facility optimally in order to achieve the purposes of learning process and graduates’ competence. Keywords: VirtualClass, Augmented Reality (AR

  1. Secure Virtual Enclaves

    National Research Council Canada - National Science Library

    Shands, Deborah

    2002-01-01

    The Secure Virtual Enclaves (SVE) collaboration infrastructure allows multiple organizations to share their distributed application resources, while respecting organizational autonomy over local resources...

  2. Learn-and-Adapt Stochastic Dual Gradients for Network Resource Allocation

    OpenAIRE

    Chen, Tianyi; Ling, Qing; Giannakis, Georgios B.

    2017-01-01

    Network resource allocation shows revived popularity in the era of data deluge and information explosion. Existing stochastic optimization approaches fall short in attaining a desirable cost-delay tradeoff. Recognizing the central role of Lagrange multipliers in network resource allocation, a novel learn-and-adapt stochastic dual gradient (LA-SDG) method is developed in this paper to learn the sample-optimal Lagrange multiplier from historical data, and accordingly adapt the upcoming resource...

  3. Egocentric virtual maze learning in adult survivors of childhood abuse with dissociative disorders: evidence from functional magnetic resonance imaging.

    Science.gov (United States)

    Weniger, Godehard; Siemerkus, Jakob; Barke, Antonia; Lange, Claudia; Ruhleder, Mirjana; Sachsse, Ulrich; Schmidt-Samoa, Carsten; Dechent, Peter; Irle, Eva

    2013-05-30

    Present neuroimaging findings suggest two subtypes of trauma response, one characterized predominantly by hyperarousal and intrusions, and the other primarily by dissociative symptoms. The neural underpinnings of these two subtypes need to be better defined. Fourteen women with childhood abuse and the current diagnosis of dissociative amnesia or dissociative identity disorder but without posttraumatic stress disorder (PTSD) and 14 matched healthy comparison subjects underwent functional magnetic resonance imaging (fMRI) while finding their way in a virtual maze. The virtual maze presented a first-person view (egocentric), lacked any topographical landmarks and could be learned only by using egocentric navigation strategies. Participants with dissociative disorders (DD) were not impaired in learning the virtual maze when compared with controls, and showed a similar, although weaker, pattern of activity changes during egocentric learning when compared with controls. Stronger dissociative disorder severity of participants with DD was related to better virtual maze performance, and to stronger activity increase within the cingulate gyrus and the precuneus. Our results add to the present knowledge of preserved attentional and visuospatial mnemonic functioning in individuals with DD. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.

  4. Comparative study of the effectiveness of three learning environments: Hyper-realistic virtual simulations, traditional schematic simulations and traditional laboratory

    Directory of Open Access Journals (Sweden)

    Maria Isabel Suero

    2011-10-01

    Full Text Available This study compared the educational effects of computer simulations developed in a hyper-realistic virtual environment with the educational effects of either traditional schematic simulations or a traditional optics laboratory. The virtual environment was constructed on the basis of Java applets complemented with a photorealistic visual output. This new virtual environment concept, which we call hyper-realistic, transcends basic schematic simulation; it provides the user with a more realistic perception of a physical phenomenon being simulated. We compared the learning achievements of three equivalent, homogeneous groups of undergraduates—an experimental group who used only the hyper-realistic virtual laboratory, a first control group who used a schematic simulation, and a second control group who used the traditional laboratory. The three groups received the same theoretical preparation and carried out equivalent practicals in their respective learning environments. The topic chosen for the experiment was optical aberrations. An analysis of variance applied to the data of the study demonstrated a statistically significant difference (p value <0.05 between the three groups. The learning achievements attained by the group using the hyper-realistic virtual environment were 6.1 percentage points higher than those for the group using the traditional schematic simulations and 9.5 percentage points higher than those for the group using the traditional laboratory.

  5. Assessing students' learning outcomes, self-efficacy and attitudes toward the integration of virtual science laboratory in general physics

    Science.gov (United States)

    Ghatty, Sundara L.

    Over the past decade, there has been a dramatic rise in online delivery of higher education in the United States. Recent developments in web technology and access to the internet have led to a vast increase in online courses. For people who work during the day and whose complicated lives prevent them from taking courses on campus, online courses are the only alternatives by which they may achieve their goals in education. The laboratory courses are the major requirements for college and university students who want to pursue degree and certification programs in science. It is noted that there is a lack of laboratory courses in online physics courses. The present study addressed the effectiveness of a virtual science laboratory in physics instruction in terms of learning outcomes, attitudes, and self-efficacy of students in a Historically Black University College. The study included fifty-eight students (36 male and 22 female) of different science majors who were enrolled in a general physics laboratory course. They were divided into virtual and traditional groups. Three experiments were selected from the syllabus. The traditional group performed one experiment in a traditional laboratory, while the virtual group performed the same experiment in a virtual laboratory. For the second experiment, the use of laboratories by both groups was exchanged. Learner's Assessment Test (LAT), Attitudes Toward Physics Laboratories (ATPL), and Self-Efficacy Survey (SES) instruments were used. Additionally, quantitative methods such as an independent t-test, a paired t-test, and correlation statistics were used to analyze the data. The results of the first experiment indicated the learning outcomes were higher in the Virtual Laboratory than in the traditional laboratory, whereas there was no significant difference in learning outcomes with either type of lab instruction. However, significant self-efficacy gains were observed. Students expressed positive attitudes in terms of liking

  6. Interactive screen experiments-innovative virtual laboratories for distance learners

    International Nuclear Information System (INIS)

    Hatherly, P A; Jordan, S E; Cayless, A

    2009-01-01

    The desirability and value of laboratory work for physics students is a well-established principle and issues arise where students are inherently remote from their host institution, as is the case for the UK's Open University. In this paper, we present developments from the Physics Innovations Centre for Excellence in Teaching and Learning (piCETL) in the production and technology of the virtual laboratory resources, interactive screen experiments, and the benefits and drawbacks of such resources. We also explore the motivations behind current implementation of interactive screen experiments and examine evaluation strategies and outcomes through a series of case studies

  7. Virtual School Startups: Founder Processes in American K-12 Public Virtual Schools

    Science.gov (United States)

    Taylor, Brett D.; McNair, Delores E.

    2018-01-01

    Traditional school districts do not have a lot of experience with virtual schools and have lost students to state and charter virtual schools. To retain students and offer alternative learning opportunities, more public districts are starting their own virtual schools. This study was an examination of foundational processes at three California…

  8. Virtual Exploratories

    DEFF Research Database (Denmark)

    Jensen, Sisse Siggaard

    2006-01-01

    -systems, the paper introduces the designing strategy referred to as virtual exploratories. Some of the advanced virtual worlds may inspire the design of such provoking and challenging virtual exploratories, and especially the Massively Multi-User Online Role-Playing Games (MMORPGS). However, if we have to learn from...... the design and activity of the advanced virtual worlds and role-playing games, then the empirical research on the actors’ activity, while they are acting, is an important precondition to it. A step towards the conception of such a designing strategy for virtual exploratories is currently pursued....... [1] The research project: Actors and Avatars Communicating in Virtual Worlds – an Empirical Analysis of Actors’ Sense-making Strategies When Based on a Communication Theoretical Approach’ (2006-2007) is supported...

  9. Learning Resources and MOOCs

    DEFF Research Database (Denmark)

    Christiansen, René Boyer

    MOOCs (Massive Open Online Courses) have become a serious player within the field of education and learning in the past few years. MOOC research is thus a new field but within the last 2-3 years, it has developed rapidly (Liyanagunawardena et al., 2013, Bayne & Ross, 2014). Much of this research...... has had an emphasis on learners and outcome as well as suitable business models. And even though the internet merely flows over with lists of MOOCs to attend (such as the list from “Top 5 onlinecolleges” which features a list of 99 MOOC environments) not much emphasis has been brought on the actual...... construction of learning resources within all these MOOCs – and what demands they lay on teachers competences and teachers skills....

  10. Intelligent Learning Management Systems: Definition, Features and Measurement of Intelligence

    Science.gov (United States)

    Fardinpour, Ali; Pedram, Mir Mohsen; Burkle, Martha

    2014-01-01

    Virtual Learning Environments have been the center of attention in the last few decades and help educators tremendously with providing students with educational resources. Since artificial intelligence was used for educational proposes, learning management system developers showed much interest in making their products smarter and more…

  11. The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context

    Science.gov (United States)

    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…

  12. VIRTUALITY THE OPPORTUNITY TO INNOVATE IN EDUCATION: A MODEL FOR THE DESIGN OF VIRTUAL LEARNING ENVIRONMENTS / LA VIRTUALIDAD UNA OPORTUNIDAD PARA INNOVAR EN EDUCACIÓN: UN MODELO PARA EL DISEÑO DE ENTORNOS VIRTUALES DE APRENDIZAJE

    Directory of Open Access Journals (Sweden)

    Juan Eusebio Silva Quiroz

    2014-01-01

    Full Text Available The use of information technology and media, especially the most popular Learning Management Systems such as LMS or learning management systems, make it possible to expand the teaching in undergraduate and graduate students at universities, along with staff training in enterprises, beyond the boundaries of the classroom. The LMS have enhanced the design of virtual learning environments, supporting, complementing, or substituting for face class completely online training. Low socio-constructivist pedagogical models, these training scenarios teaching approach to training informal spaces allowing innovation in teaching. Thus, this article seeks to answer questions like What are virtual learning environments (EVA? How to enrich and innovate the educational experience incorporating EVA? What elements should be considered a model for designing an EVA? How to implement this model on a platform like MOODLE? RESUMEN El uso de las tecnologías de la información y comunicación, especialmente los Learning Management Systems más conocidos como LMS o sistemas para gestión del aprendizaje, posibilitan ampliar la docencia en pre y post grado en las universidades, junto con la formación del personal en las empresas, más allá de las fronteras del aula. Lo LMS, han potenciado el diseño de entornos virtuales de aprendizajes, apoyando, complementando, o sustituyendo la clase presencial por formación completamente online. Bajo modelos pedagógicos socio-constructivistas, estos escenarios formativos acercan la docencia, a los espacios informales de formación permitiendo innovar en la docencia. De este modo, este artículo busca responder interrogantes que ¿Qué son los entornos virtuales de aprendizaje (EVA?, ¿cómo enriquecer e innovar en la experiencia formativa incorporando EVA?, ¿qué elementos debería considerar un modelo para diseñar un EVA?, ¿cómo implementar ese modelo en una plataforma como MOODLE?

  13. Teachers' Mindset and Responsibilities in Using Virtual Learning Environment (VLE) in Icelandic Schools

    Science.gov (United States)

    Thorsteinsson, Gisli

    2013-01-01

    Running Information and Communication Technologies (ICT) classes using Virtual Learning Environments (VLEs) has become a high priority project for many educational institutions, as it offers opportunities for online education and support for conventional education. However, acquiring and deploying a VLE is a difficult task that concerns teachers'…

  14. Using Avatars and Virtual Environments in Learning: What Do They Have to Offer?

    Science.gov (United States)

    Falloon, Garry

    2010-01-01

    This paper explores and discusses arguments for the use of virtual environments and interactive avatars in supporting the achievement of student learning goals within conventional educational contexts. It describes and evaluates arguments promoted by some authors (eg, van den Brekel, 2007; Deuchar & Nodder, 2003; Dickey, 2003; Facer, 2004; de…

  15. Selection and Use of Online Learning Resources by First-Year Medical Students: Cross-Sectional Study.

    Science.gov (United States)

    Judd, Terry; Elliott, Kristine

    2017-10-02

    Medical students have access to a wide range of learning resources, many of which have been specifically developed for or identified and recommended to them by curriculum developers or teaching staff. There is an expectation that students will access and use these resources to support their self-directed learning. However, medical educators lack detailed and reliable data about which of these resources students use to support their learning and how this use relates to key learning events or activities. The purpose of this study was to comprehensively document first-year medical student selection and use of online learning resources to support their bioscience learning within a case-based curriculum and assess these data in relation to our expectations of student learning resource requirements and use. Study data were drawn from 2 sources: a survey of student learning resource selection and use (2013 cohort; n=326) and access logs from the medical school learning platform (2012 cohort; n=337). The paper-based survey, which was distributed to all first-year students, was designed to assess the frequency and types of online learning resources accessed by students and included items about their perceptions of the usefulness, quality, and reliability of various resource types and sources. Of 237 surveys returned, 118 complete responses were analyzed (36.2% response rate). Usage logs from the learning platform for an entire semester were processed to provide estimates of first-year student resource use on an individual and cohort-wide basis according to method of access, resource type, and learning event. According to the survey data, students accessed learning resources via the learning platform several times per week on average, slightly more often than they did for resources from other online sources. Google and Wikipedia were the most frequently used nonuniversity sites, while scholarly information sites (eg, online journals and scholarly databases) were accessed

  16. WYSIWYG GEOPROCESSING: COUPLING SENSOR WEB AND GEOPROCESSING SERVICES IN VIRTUAL GLOBES

    Directory of Open Access Journals (Sweden)

    X. Zhai

    2012-08-01

    Full Text Available We propose to advance the scientific understanding and applications of geospatial data by coupling Sensor Web and Geoprocessing Services in Virtual Globes for higher-education teaching and research. The vision is the concept of "What You See is What You Get" geoprocessing, shortly known as WYSIWYG geoprocessing. Virtual Globes offer tremendous opportunities, such as providing a learning tool to help educational users and researchers digest global-scale geospatial information about the world, and acting as WYSIWYG platforms, where domain experts can see what their fingertips act in an interactive three-dimensional virtual environment. In the meantime, Sensor Web and Web Service technologies make a large amount of Earth observing sensors and geoprocessing functionalities easily accessible to educational users and researchers like their local resources. Coupling Sensor Web and geoprocessing Services in Virtual Globes will bring a virtual learning and research environment to the desktops of students and professors, empowering them with WYSIWYG geoprocessing capabilities. The implementation combines the visualization and communication power of Virtual Globes with the on-demand data collection and analysis functionalities of Sensor Web and geoprocessing services, to help students and researchers investigate various scientific problems in an environment with natural and intuitive user experiences. The work will contribute to the scientific and educational activities of geoinformatic communities in that they will have a platform that are easily accessible and help themselves perceive world space and perform live geoscientific processes.

  17. An assessment of student experiences and learning based on a novel undergraduate e-learning resource.

    Science.gov (United States)

    Mehta, S; Clarke, F; Fleming, P S

    2016-08-12

    Purpose/objectives The aims of this study were to describe the development of a novel e-learning resource and to assess its impact on student learning experiences and orthodontic knowledge.Methods Thirty-two 4th year dental undergraduate students at Queen Mary University of London were randomly allocated to receive electronic access to e-learning material covering various undergraduate orthodontic topics over a 6-week period. Thirty-one control students were not given access during the study period. All students were asked to complete electronic quizzes both before (T0) and after (T1) the study period and a general questionnaire concerning familiarity with e-learning. The test group also completed a user satisfaction questionnaire at T1. Two focus groups were also undertaken to explore learners' experiences and suggestions in relation to the resource.Results The mean quiz result improved by 3.9% and 4.5% in the control and test groups, respectively. An independent t-test, however, demonstrated a lack of statistical significance in knowledge gain between control and test groups (P = 0.941). The qualitative feedback indicated that students believed that use of the resource enhanced knowledge and basic understanding with students expressing a wish to ingrain similar resources in other areas of undergraduate teaching.Conclusions Use of the novel orthodontic e-resource by 4th year undergraduate students over a 6-week period did not result in a significant improvement in subject knowledge. However, the e-learning has proven popular among undergraduates and the resources will continue to be refined.

  18. Stressors, academic performance, and learned resourcefulness in baccalaureate nursing students.

    Science.gov (United States)

    Goff, Anne-Marie

    2011-01-01

    High stress levels in nursing students may affect memory, concentration, and problem-solving ability, and may lead to decreased learning, coping, academic performance, and retention. College students with higher levels of learned resourcefulness develop greater self-confidence, motivation, and academic persistence, and are less likely to become anxious, depressed, and frustrated, but no studies specifically involve nursing students. This explanatory correlational study used Gadzella's Student-life Stress Inventory (SSI) and Rosenbaum's Self Control Scale (SCS) to explore learned resourcefulness, stressors, and academic performance in 53 baccalaureate nursing students. High levels of personal and academic stressors were evident, but not significant predictors of academic performance (p = .90). Age was a significant predictor of academic performance (p = learned resourcefulness scores than females and Caucasians. Studies in larger, more diverse samples are necessary to validate these findings.

  19. Evaluation of the information servicing in a distributed learning ...

    African Journals Online (AJOL)

    The authors' main idea is to organize a distributed learning environment (DLE) based on information and communication resources of global network in combination with the technologies for virtual reality and 3D simulation. In this reason a conceptual model of the DLE architecture and learning processes is defined, and ...

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

    Science.gov (United States)

    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…