WorldWideScience

Sample records for learning virtual learning

  1. 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...

  2. 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...

  3. 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...

  4. 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…

  5. 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 ...

  6. 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…

  7. 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.

  8. 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.

  9. 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 ...

  10. 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…

  11. 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.

  12. 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,…

  13. 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.

  14. 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…

  15. 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...

  16. 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.

  17. 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...

  18. Project Learning and Virtual Collaboration

    DEFF Research Database (Denmark)

    Fibiger, Bo; Nielsen, Janni; Sorensen, Elsebeth

    2005-01-01

    to the modularity and flexibility that characterize the study and allow admission of part-time students, full-time students and students who only sign up for one accredited module. The methodology will be illustrated through empirical snapshots from selected modules in the start-up phase, and the focus...... will be directed towards problems experienced by the students. From an analytical perspective, the paper will identify and discuss fundamental problems related to the organization, flexibility, and implementation of project pedagogy online. MIL is organized around ICT and Learning and the study theme focuses...... on ICT and Learning. In addition, MIL provides a learning space where practice is under constant negotiation and reconstruction as an inherent, integrated part of the learning process. Consequently, we argue that MIL may be seen as an example of best practice in blended learning....

  19. 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.

  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. 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…

  2. 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...

  3. 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.

  4. 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...

  5. 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....

  6. 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

  7. 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…

  8. 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…

  9. Virtual Learning: Possibilities and Realization

    Science.gov (United States)

    Kerimbayev, Nurassyl

    2016-01-01

    In the article it was important to consider two basic moments i.e., impact mode of using virtual environment at training process within one faculty of the University, directly at training quality and what outcomes can be reached therewith. The work significance consists of studying the virtual environment effect instead of traditional educational…

  10. 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...

  11. 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…

  12. The Reality of Virtual Learning.

    Science.gov (United States)

    Berman, Sheldon

    1999-01-01

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

  13. 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.

  14. 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…

  15. 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...

  16. 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.

  17. 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…

  18. 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.

  19. 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...

  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...... 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...

  1. 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...

  2. 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.

  3. 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.

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

    Science.gov (United States)

    Vuopala, Essi; Hyvönen, Pirkko; Järvelä, Sanna

    2016-01-01

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

  5. Technically Speaking: Transforming Language Learning through Virtual Learning Environments (MOOs).

    Science.gov (United States)

    von der Emde, Silke; Schneider, Jeffrey; Kotter, Markus

    2001-01-01

    Draws on experiences from a 7-week exchange between students learning German at an American college and advanced students of English at a German university. Maps out the benefits to using a MOO (multiple user domains object-oriented) for language learning: a student-centered learning environment structured by such objectives as peer teaching,…

  6. 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…

  7. 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…

  8. 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…

  9. 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…

  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. 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…

  12. 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.…

  13. 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…

  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 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…

  16. 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...

  17. 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.…

  18. 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…

  19. 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.

  20. 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.

  1. 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.

  2. Student Activity and Learning Outcomes in a Virtual Learning Environment

    Science.gov (United States)

    Romanov, Kalle; Nevgi, Anne

    2008-01-01

    The aim of the study was to explore the relationship between degree of participation and learning outcomes in an e-learning course on medical informatics. Overall activity in using course materials and degree of participation in the discussion forums of an online course were studied among 39 medical students. Students were able to utilise the…

  3. 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…

  4. 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.

  5. Social Contact in Virtual Learning Environments

    DEFF Research Database (Denmark)

    Heilesen, Simon

    2013-01-01

    A common question is whether technology will replace social contact. In this article it is argued that it will not, provided that we learn to use the characteristics of new media constructively in designing for learning. The term “social”, in this context is taken to mean “purposeful communication......” and not “recreational socializing” (even if socializing may indeed facilitate learning)...

  6. 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. 

  7. 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 ...

  8. 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...

  9. 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...

  10. 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.

  11. 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,…

  12. 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…

  13. 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.

  14. 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…

  15. 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…

  16. 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…

  17. 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…

  18. 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…

  19. 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.

  20. 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.

  1. 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.

  2. 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,…

  3. 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...

  4. Virtual Things for Machine Learning Applications

    OpenAIRE

    Bovet , Gérôme; Ridi , Antonio; Hennebert , Jean

    2014-01-01

    International audience; Internet-of-Things (IoT) devices, especially sensors are pro-ducing large quantities of data that can be used for gather-ing knowledge. In this field, machine learning technologies are increasingly used to build versatile data-driven models. In this paper, we present a novel architecture able to ex-ecute machine learning algorithms within the sensor net-work, presenting advantages in terms of privacy and data transfer efficiency. We first argument that some classes of ...

  5. 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.

  6. Aprender Historia en ambientes virtuales / History learning in virtual environments

    Directory of Open Access Journals (Sweden)

    Manuel Moreno Castañeda

    2010-09-01

    Full Text Available Resumen: Este ensayo se basa en la ampliación y profundización de un escrito anterior titulado “Innovar para diversificar y favorecer el aprendizaje histórico mediante entornos virtuales”, que fue presentado en eventos académicos de la Universidad de Guadalajara y la Universidad Autónoma de Tamaulipas en México y en la Universidad de Extremadura en España. Así mismo, esa versión ha sido aprovechada como material de estudio en algunos cursos para la formación de profesores de Historia. La idea de la incorporación de las Tecnologías de la Información y la Comunicación (TIC para el aprendizaje de la Historia me lleva siempre a pensar en la historia de estas tecnologías y las permanentes insistencias de todo lo maravilloso que pudieran ser para la educación, por una parte; y por otra, a las quejas de los educadores por la manera como distraen a los educandos de sus deberes escolares. Así sucedió con la radio, la televisión y ahora con las computadoras e Internet, videojuegos, celulares y la gran diversidad de dispositivos móviles. A propósito de lo histórico, habría que preguntarnos si antes de la aparición de todos estos aparatos no habría otros distractores para los estudiantes, que hicieran más atractiva la vida fuera de la escuela que dentro de ésta.Summary: This essay is based on the expansion and deepening of an earlier article entitled “Innovate to diversify and promote historical learning through virtual environments”, presented in academic events at the University of Guadalajara, the Autonomous University of Tamaulipas and the University of Extremadura in Spain. Also, this version has been used as study material for some courses for training teachers of history.The idea of the incorporation of Information Technology and Communication (ICT for learning history always leads me to think about the history of these technologies and the continuing insistence of everything wonderful that could be for education

  7. 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.

  8. [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.

  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. 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.

  11. 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 ...

  12. 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.

  13. 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.

  14. 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.

  15. 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…

  16. 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.

  17. 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...

  18. Learning Area and Perimeter with Virtual Manipulatives

    Science.gov (United States)

    Bouck, Emily; Flanagan, Sara; Bouck, Mary

    2015-01-01

    Manipulatives are considered a best practice for educating students with disabilities, but little research exists which examines virtual manipulatives as tool for supporting students in mathematics. This project investigated the use of a virtual manipulative through the National Library of Virtual Manipulatives--polynominoes (i.e., tiles)--as a…

  19. 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...

  20. 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.

  1. 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…

  2. 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…

  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. 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

  5. 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…

  6. 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…

  7. 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 ...

  8. 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

  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. 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.

  11. 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…

  12. 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.

  13. 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.

  14. 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

  15. 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.

  16. 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.

  17. 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

  18. The virtual corporation : learning from construction

    NARCIS (Netherlands)

    Kornelius, L.; Wamelink, J.W.F.

    1998-01-01

    Manufacturing organisations are evolving towards virtual corporations, under the influence of an increasing need for specialisation. In the literature and in management the virtual corporation is advocated as the way of doing business for the twenty-first century. However, in the construction

  19. 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.

  20. 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.

  1. 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.…

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  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. 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...

  9. 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…

  10. 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…

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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...

  17. 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.

  18. 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.

  19. 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...

  20. 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.

  1. 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...

  2. 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.

  3. 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.

  4. 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

  5. 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…

  6. 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…

  7. 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…

  8. 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).…

  9. 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…

  10. Learning

    Directory of Open Access Journals (Sweden)

    Mohsen Laabidi

    2014-01-01

    Full Text Available Nowadays learning technologies transformed educational systems with impressive progress of Information and Communication Technologies (ICT. Furthermore, when these technologies are available, affordable and accessible, they represent more than a transformation for people with disabilities. They represent real opportunities with access to an inclusive education and help to overcome the obstacles they met in classical educational systems. In this paper, we will cover basic concepts of e-accessibility, universal design and assistive technologies, with a special focus on accessible e-learning systems. Then, we will present recent research works conducted in our research Laboratory LaTICE toward the development of an accessible online learning environment for persons with disabilities from the design and specification step to the implementation. We will present, in particular, the accessible version “MoodleAcc+” of the well known e-learning platform Moodle as well as new elaborated generic models and a range of tools for authoring and evaluating accessible educational content.

  11. 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.

  12. 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,…

  13. 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…

  14. 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...

  15. 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

  16. 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…

  17. 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…

  18. 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.

  19. 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.

  20. 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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...

  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. 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.

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

    Science.gov (United States)

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

    2015-10-01

    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. 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. A prospective trial with a 2 × 2 design was conducted at an academic teaching hospital. Participants included 43 novice medical students. Of these, 21 students completed time-distributed practice from October 14 to November 29, 2013, and a separate group of 19 students completed massed practice on May 16, 17, or 18, 2014. Data analysis was performed from June 6, 2014, to March 3, 2015. Participants performed 12 repeated virtual mastoidectomies using a temporal bone surgical simulator in either a distributed (practice blocks spaced in time) or massed (all practice in 1 day) training program with randomization for simulator-integrated tutoring during the first 5 sessions. Performance was assessed using a modified Welling Scale for final product analysis by 2 blinded senior otologists. Compared with the 19 students in the massed practice group, the 21 students in the distributed practice group were older (mean age, 25.1 years), more often male (15 [62%]), and had slightly higher mean gaming frequency (2.3 on a 1-5 Likert scale). Learning curves were established and distributed practice was found to be superior to massed practice, reported as mean end score (95% CI) of 15.7 (14.4-17.0) in distributed practice vs. 13.0 (11.9-14.1) with massed practice (P = .002). Simulator-integrated tutoring accelerated the initial performance, with mean score for tutored sessions of 14.6 (13.9-15.2) vs. 13.4 (12.8-14.0) for

  10. 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...

  11. 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

  12. 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…

  13. 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…

  14. 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…

  15. 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…

  16. 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…

  17. 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…

  18. 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.…

  19. 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.

  20. 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.

  1. 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.

  2. 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…

  3. 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…

  4. 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…

  5. 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…

  6. 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…

  7. 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).…

  8. 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…

  9. 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…

  10. 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 ...

  11. 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 ...

  12. 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)

  13. 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

  14. Students learning across differences in a multi-disciplinary virtual ...

    African Journals Online (AJOL)

    Despite desegregation, and educational policies calling for increased inclusivity in higher education, students in South Africa generally continue to have homogenous social and learning experiences. This article reports on a collaborative student learning community across three disciplines at two universities.

  15. IMPROVING THE VIRTUAL LEARNING DEVELOPMENT PROCESSES USING XML STANDARDS

    Directory of Open Access Journals (Sweden)

    Kurt Suss

    2002-06-01

    Full Text Available Distributed Icarning environments and content often lack a common basis for the cxchange of learning materials. This delays, or even hinders, both innovation and delivery of learning tecnology. Standards for platforms and authoring may provide a way to improve interoperability and cooperative development. This article provides an XML-based approach to this problem creaied by the IMS Global Learning Consortium.

  16. Improving the Virtual Learning Development Processes Using XML Standards.

    Science.gov (United States)

    Suss, Kurt; Oberhofer, Thomas

    2002-01-01

    Suggests that distributed learning environments and content often lack a common basis for the exchange of learning materials, which can hinder or even delay innovation and delivery of learning technology. Standards for platforms and authoring may provide a way to improve interoperability and cooperative development. Provides an XML-based approach…

  17. Virtual screening of inorganic materials synthesis parameters with deep learning

    Science.gov (United States)

    Kim, Edward; Huang, Kevin; Jegelka, Stefanie; Olivetti, Elsa

    2017-12-01

    Virtual materials screening approaches have proliferated in the past decade, driven by rapid advances in first-principles computational techniques, and machine-learning algorithms. By comparison, computationally driven materials synthesis screening is still in its infancy, and is mired by the challenges of data sparsity and data scarcity: Synthesis routes exist in a sparse, high-dimensional parameter space that is difficult to optimize over directly, and, for some materials of interest, only scarce volumes of literature-reported syntheses are available. In this article, we present a framework for suggesting quantitative synthesis parameters and potential driving factors for synthesis outcomes. We use a variational autoencoder to compress sparse synthesis representations into a lower dimensional space, which is found to improve the performance of machine-learning tasks. To realize this screening framework even in cases where there are few literature data, we devise a novel data augmentation methodology that incorporates literature synthesis data from related materials systems. We apply this variational autoencoder framework to generate potential SrTiO3 synthesis parameter sets, propose driving factors for brookite TiO2 formation, and identify correlations between alkali-ion intercalation and MnO2 polymorph selection.

  18. Trust Levels Definition On Virtual Learning Platforms Through Semantic Languages

    Directory of Open Access Journals (Sweden)

    Carlos E. Montenegro-Marin

    2010-12-01

    Full Text Available Trust level concept is a topic that has opened a knowledge area about the profile evaluation and the people participation in Social Networks. These have presented a high knowledge profit, but at the same time it is necessary to analyze a group of variables to determine the trust participants’ degree.In addition, this is a topic that from some years ago has been presenting a big expectation to settle some alternatives to generate confidence in an activer community on internet. To establish these parameters it is important to define a model to abstract some variables that are involved in this process. For this, it is relevant to take into account the semantic languages as one of the alternatives that allow these kinds of activities. The purpose of this article is to analyze the Trust Levels definition in the contents that are shared on Open Source Virtual learning Platforms through the use of a model of representation of semantic languages. The last ones allow determining the trust in the use of learning objects that are shared in this kind of platforms

  19. 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…

  20. 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…

  1. 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.

  2. 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...

  3. Impacting the Science Community through Teacher Development: Utilizing Virtual Learning.

    Science.gov (United States)

    Boulay, Rachel; van Raalte, Lisa

    2014-01-01

    Commitment to the STEM (science, technology, engineering, math) pipeline is slowly declining despite the need for professionals in the medical field. Addressing this, the John A. Burns School of Medicine developed a summer teacher-training program with a supplemental technology-learning component to improve science teachers' knowledge and skills of Molecular Biology. Subsequently, students' skills, techniques, and application of molecular biology are impacted. Science teachers require training that will prepare them for educating future professionals and foster interest in the medical field. After participation in the program and full access to the virtual material, twelve high school science teachers completed a final written reflective statement to evaluate their experiences. Using thematic analysis, knowledge and classroom application were investigated in this study. Results were two-fold: teachers identified difference areas of gained knowledge from the teacher-training program and teachers' reporting various benefits in relation to curricula development after participating in the program. It is concluded that participation in the program and access to the virtual material will impact the science community by updating teacher knowledge and positively influencing students' experience with science.

  4. Remote Laboratory Experiments in a Virtual Immersive Learning Environment

    Directory of Open Access Journals (Sweden)

    Luca Berruti

    2008-01-01

    Full Text Available The Virtual Immersive Learning (VIL test bench implements a virtual collaborative immersive environment, capable of integrating natural contexts and typical gestures, which may occur during traditional lectures, enhanced with advanced experimental sessions. The system architecture is described, along with the motivations, and the most significant choices, both hardware and software, adopted for its implementation. The novelty of the approach essentially relies on its capability of embedding functionalities that stem from various research results (mainly carried out within the VICOM national project, and “putting the pieces together” in a well-integrated framework. These features, along with its high portability, good flexibility, and, above all, low cost, make this approach appropriate for educational and training purposes, mainly concerning measurements on telecommunication systems, at universities and research centers, as well as enterprises. Moreover, the methodology can be employed for remote access to and sharing of costly measurement equipment in many different activities. The immersive characteristics of the framework are illustrated, along with performance measurements related to a specific application.

  5. 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.

  6. 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…

  7. 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

  8. 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.

  9. 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.

  10. 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.

  11. Virtual Learning Ecosystems: A Proposed Framework for Integrating Educational Games, E-Learning Methods, and Virtual Community Platforms

    Science.gov (United States)

    Washington, Christopher

    2015-01-01

    Digitally delivered learning shows the promise of enhancing learner motivation and engagement, advancing critical thinking skills, encouraging reflection and knowledge sharing, and improving professional self-efficacy. Digital learning objects take many forms including interactive media, apps and games, video and other e-learning activities and…

  12. 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.

  13. 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.

  14. Virtual Reality Training Versus Blended Learning of Laparoscopic Cholecystectomy

    Science.gov (United States)

    Nickel, Felix; Brzoska, Julia A.; Gondan, Matthias; Rangnick, Henriette M.; Chu, Jackson; Kenngott, Hannes G.; Linke, Georg R.; Kadmon, Martina; Fischer, Lars; Müller-Stich, Beat P.

    2015-01-01

    Abstract This study compared virtual reality (VR) training with low cost-blended learning (BL) in a structured training program. Training of laparoscopic skills outside the operating room is mandatory to reduce operative times and risks. Laparoscopy-naïve medical students were randomized in 2 groups stratified for sex. 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, OH). Each group trained 3 × 4 hours followed by a knowledge test concerning LC. Blinded raters assessed the operative performance of cadaveric porcine LC using the Objective Structured Assessment of Technical Skills (OSATS). The LC was discontinued when it was not completed within 80 min. Students evaluated their training modality with questionnaires. The VR group completed the LC significantly faster and more often within 80 min than BL (45% v 21%, P = .02). The BL group scored higher than the VR group in the knowledge test (13.3 ± 1.3 vs 11.0 ± 1.7, P training and felt well prepared for assisting in laparoscopic surgery. The efficiency of the training was judged higher by the VR group than by the BL group. VR and BL can both be applied for training the basics of LC. Multimodality training programs should be developed that combine the advantages of both approaches. PMID:25997044

  15. Virtual reality cataract surgery training: learning curves and concurrent validity.

    Science.gov (United States)

    Selvander, Madeleine; Åsman, Peter

    2012-08-01

    To investigate initial learning curves on a virtual reality (VR) eye surgery simulator and whether achieved skills are transferable between tasks. Thirty-five medical students were randomized to complete ten iterations on either the VR Caspulorhexis module (group A) or the Cataract navigation training module (group B) and then two iterations on the other module. Learning curves were compared between groups. The second Capsulorhexis video was saved and evaluated with the performance rating tool Objective Structured Assessment of Cataract Surgical Skill (OSACSS). The students' stereoacuity was examined. Both groups demonstrated significant improvements in performance over the 10 iterations: group A for all parameters analysed including score (p < 0.0001), time (p < 0.0001) and corneal damage (p = 0.0003), group B for time (p < 0.0001), corneal damage (p < 0.0001) but not for score (p = 0.752). Training on one module did not improve performance on the other. Capsulorhexis score correlated significantly with evaluation of the videos using the OSACSS performance rating tool. For stereoacuity < and ≥120 seconds of arc, sum of both modules' second iteration score was 73.5 and 41.0, respectively (p = 0.062). An initial rapid improvement in performance on a simulator with repeated practice was shown. For capsulorhexis, 10 iterations with only simulator feedback are not enough to reach a plateau for overall score. Skills transfer between modules was not found suggesting benefits from training on both modules. Stereoacuity may be of importance in the recruitment and training of new cataract surgeons. Additional studies are needed to investigate this further. Concurrent validity was found for Capsulorhexis module. © 2010 The Authors. Acta Ophthalmologica © 2010 Acta Ophthalmologica Scandinavica Foundation.

  16. 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

  17. 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.

  18. Development of a virtual learning environment for cardiorespiratory arrest training.

    Science.gov (United States)

    Silva, Anazilda Carvalho da; Bernardes, Andrea; Évora, Yolanda Dora Martinez; Dalri, Maria Célia Barcellos; Silva, Alexandre Ribeiro da; Sampaio, Camila Santana Justo Cintra

    2016-01-01

    To develop a Virtual Learning Environment (VLE) aiming at the training of nursing team workers and emergency vehicle drivers in Basic Life Support (BLS) to attend Cardiorespiratory arrest, and to evaluate the quality of its contents among specialists in the area of Emergency and Urgent care. Applied research of technological development. The methodology used was based on the Instructional Design Model (ADDIE), which structures the teaching-learning planning in different stages (analysis, design, development, implementation and evaluation). The VLE was composed of texts elaborated from bibliographic research, links, edited video from a simulation scenario in the laboratory and questions to evaluate the fixation of the content, organized in modules. After its development, it was evaluated as adequate to satisfy the needs of the target public, by eight expert judges, which was made available for electronic access. The VLE has potential as a tool for training and qualification in BLS, as it can be easily integrated with other pedagogical approaches and strategies with active methodologies. Desenvolver um Ambiente Virtual de Aprendizagem (AVA) visando à capacitação de trabalhadores da equipe de enfermagem e condutores de veículo de emergência em Suporte Básico de Vida (SBV) no atendimento à Parada Cardiorrespiratória, e avaliar a qualidade do seu conteúdo junto a especialistas na área de Urgência e Emergência. Pesquisa aplicada, de produção tecnológica. A metodologia utilizada foi baseada no Modelo de Design Instrucional (ADDIE), que estrutura o planejamento de ensino-aprendizagem em estágios distintos (analysis, design, development, implementation and evaluation). O AVA foi composto por textos elaborados a partir de pesquisa bibliográfica, links, vídeo construído a partir de um cenário de simulação em laboratório e questões para avaliar a fixação do conteúdo, organizados em módulos. Após a sua construção, foi avaliado como adequado para

  19. Professional learning of pharmaceutical care in a virtual world

    Directory of Open Access Journals (Sweden)

    Ana MARTÍN SUÁREZ

    2011-12-01

    Full Text Available 0 0 1 141 776 Instituto Universitario de Ciencias de la Educación 6 1 916 14.0 Normal 0 21 false false false ES JA X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:Calibri; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-ansi-language:ES; mso-fareast-language:EN-US;} The learning of professional skills at University suffers from the drawback of how to reproduce a context similar to reality that with allow students to perform the tasks set them in a “living” way. Here we trained 54 students following the subject entitled Pharmaceutical Care of the Pharmacy degree in Second Life (an immersive virtual world in 3D, simulating common situations in the dispensation of anti-asthmatic agents in the context of a Community Pharmacy. The results of the study indicated that the students had no difficulty in adapting to the virtual platform and they reported a high degree of satisfaction (the mean score obtained was 2.36 on a scale of 0-3. The assessment of professional competencies revealed the high global performance of the group. The activity was hard for the professors, but they considered it an enrichening experience able to open new possibilities in teaching and research.

  20. Comparing Virtual and Location-Based Augmented Reality Mobile Learning: Emotions and Learning Outcomes

    Science.gov (United States)

    Harley, Jason M.; Poitras, Eric G.; Jarrell, Amanda; Duffy, Melissa C.; Lajoie, Susanne P.

    2016-01-01

    Research on the effectiveness of augmented reality (AR) on learning exists, but there is a paucity of empirical work that explores the role that positive emotions play in supporting learning in such settings. To address this gap, this study compared undergraduate students' emotions and learning outcomes during a guided historical tour using mobile…

  1. 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.

  2. 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.

  3. Design and Development of a Learning Design Virtual Internship Program

    Science.gov (United States)

    Ruggiero, Dana; Boehm, Jeff

    2016-01-01

    Incorporation of practical experience in learning design and technology education has long been accepted as an important step in the developmental process of future learning designers. The proliferation of adult online education has increased the number of graduate students who are in need of a practical internship placement but have limited…

  4. 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…

  5. Emphasizing peer learning in a virtually flipped classroom

    DEFF Research Database (Denmark)

    Jensen, Lars Peter

    2017-01-01

    in these programmes are often very motivated and they follow the flipped instructions and read the suggested material, but do they also use their study group and experience peer learning? This question is investigated in this paper using one semester in the 2-year part-time programme: Master in Problem Based Learning...

  6. Implementing the virtual reality learning environment: Second Life.

    Science.gov (United States)

    Schmidt, Bonnie; Stewart, Stephanie

    2009-01-01

    Today, faculty members are challenged to find meaningful learning activities that enhance online nursing education. Second Life is an innovative Internet-based strategy that may be used to engage students in active learning. The authors discuss how this technology was implemented into an accelerated online nursing program.

  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. 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…

  9. 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…

  10. 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.

  11. 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…

  12. 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…

  13. 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…

  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. 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…

  16. 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…

  17. 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…

  18. 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

  19. 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…

  20. 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)…

  1. 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…

  2. 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.…

  3. 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…

  4. 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.

  5. 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...

  6. 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...

  7. 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…

  8. 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,…

  9. 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.

  10. 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…

  11. 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.…

  12. 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…

  13. 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

  14. 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…

  15. 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…

  16. 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…

  17. 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.

  18. 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,…

  19. 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…

  20. 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…

  1. 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…

  2. 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.

  3. The use of Virtual Analogy Simulation (VAS) in physics learning

    Science.gov (United States)

    Faizin, M. Noor; Samsudin, A.

    2018-05-01

    The purpose of this research is to explore the use of VAS software in electrical dynamic learning in junior high student, so as to obtain an overview of this software consistency in help students build a scientific conception. This research was administered via research and Development (R & D) with the design of embedded experimental models. The respondents which were involved in this research were 60 students of ninth grade in one of junior high schools in Kudus central java. The improving process of students’ concept is examined based on normalized gain analysis from pretest and posttest scores. The result of this research shows that there was difference between learning using conventional learning (power point software) with VAS software. VAS is more effective to assist students in understanding the electrical dynamic concept shown with N-gain of 0.36, or 36 % were included in the medium category, whereas the conventional learning with N-gain of 0.28, or 28%.

  4. Outcome Mapping Virtual Learning Community - Phase II | IDRC ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    The first phase of the project (103520) focused on developing the Outcome ... as distance learning) and strategically communicating Outcome Mapping to key ... an organization based in India with South Asian reach, to facilitate exchange ...

  5. A mathematical framework for virtual IMRT QA using machine learning.

    Science.gov (United States)

    Valdes, G; Scheuermann, R; Hung, C Y; Olszanski, A; Bellerive, M; Solberg, T D

    2016-07-01

    It is common practice to perform patient-specific pretreatment verifications to the clinical delivery of IMRT. This process can be time-consuming and not altogether instructive due to the myriad sources that may produce a failing result. The purpose of this study was to develop an algorithm capable of predicting IMRT QA passing rates a priori. From all treatment, 498 IMRT plans sites were planned in eclipse version 11 and delivered using a dynamic sliding window technique on Clinac iX or TrueBeam Linacs. 3%/3 mm local dose/distance-to-agreement (DTA) was recorded using a commercial 2D diode array. Each plan was characterized by 78 metrics that describe different aspects of their complexity that could lead to disagreements between the calculated and measured dose. A Poisson regression with Lasso regularization was trained to learn the relation between the plan characteristics and each passing rate. Passing rates 3%/3 mm local dose/DTA can be predicted with an error smaller than 3% for all plans analyzed. The most important metrics to describe the passing rates were determined to be the MU factor (MU per Gy), small aperture score, irregularity factor, and fraction of the plan delivered at the corners of a 40 × 40 cm field. The higher the value of these metrics, the worse the passing rates. The Virtual QA process predicts IMRT passing rates with a high likelihood, allows the detection of failures due to setup errors, and it is sensitive enough to detect small differences between matched Linacs.

  6. ASPECTS OF USING CLOUD TECHNOLOGIES IN VIRTUAL LEARNING ENVIRONMENT

    OpenAIRE

    ZHVANIA, Taliko; KAPANADZE, David; KIKNADZE, Mzia; TANDILASHVILI, George

    2016-01-01

    Thereare increased using the e-Learning technologies at the modern institutions ofhigher education, which favored to integrate the various instruments in thevirtual learning environment. Recently,the cloud technologies have become the most popular, which offer e-Learninginternet technologies based dynamical and actual new opportunities to theeducational institutions. The cloud technologies provide a high level of theservice and they impact on the design of the training courses, offered servic...

  7. 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.

  8. 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.

  9. 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.

  10. Grappling with Grammar on a Virtual Learning Platform: The Case of First Year French Students at the University of Wollongong

    Science.gov (United States)

    Bissoonauth-Bedford, A.; Stace, Ray

    2012-01-01

    This paper reports on an online discussion forum that was created on the University of Wollongong's Virtual Learning Environment (VLE) to aid and support the learning of French grammar at beginner/false beginner level. The aim was to provide a blended learning situation which combines face to face teaching with online learning using multimedia…

  11. 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.

  12. 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.

  13. 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

  14. 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.

  15. 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.

  16. Towards Innovative Virtual Learning in Vocational Teacher Education: Narratives as a Form of Meaningful Learning

    Science.gov (United States)

    Haverila, Matti; Myllyla, Marjatta; Torp, Hanna

    2009-01-01

    The purpose of the research was to get insights into the ways learning strategies typically used by adult learners can be taken into consideration when designing web-based courses to facilitate learning in teacher education. Teacher students wrote narratives in discussion forums by completing various types of group projects. The relevant…

  17. 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…

  18. 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.

  19. 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.

  20. 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.

  1. 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.

  2. Remote and Virtual Instrumentation Platform for Distance Learning

    Directory of Open Access Journals (Sweden)

    Tom Eppes

    2010-08-01

    Full Text Available This journal presents distance learning using the National Instruments ELVIS II and how Multisim can be combined with ELVIS II for distance learning. National Instrument’s ELVIS II is a new version that can easily be used for e-learning. It features 12 of the commonly used instruments in engineering and science laboratories, including an oscilloscope, a function generator, a variable power supply, and an isolated digital multi-meter in a low-cost and easy-to-use platform and completes integration with Multisim software for SPICE simulation, which simplifies the teaching of circuit design. As NI ELVIS II is based on LabView, designers can easily customize the 12 instruments or can create their own using the provided source code for the instruments.

  3. 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

  4. Social Media: An Optimal Virtual Environment for Learning Foreign Languages

    Directory of Open Access Journals (Sweden)

    Rdouan Faizi

    2014-09-01

    Full Text Available The present paper aims at exploring the potential role that social media technologies play in learning foreign languages. For this purpose, a survey was carried out to examine students’ and language learners’ perceptions and attitudes about using these platforms. Results of the research study revealed that the great majority of the respondents actually use these web-based applications to enhance their language skills. Most importantly, they noted that social media contribute in improving their listening, reading, speaking and writing skills. Accordingly, we strongly recommend that instructors use these online tools in distant, blended, or face-to-face language learning settings.

  5. 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.

  6. Indirect Measures of Learning Transfer between Real and Virtual Environments

    Science.gov (United States)

    Garrett, Michael; McMahon, Mark

    2013-01-01

    This paper reports on research undertaken to determine the effectiveness of a 3D simulation environment used to train mining personnel in emergency evacuation procedures, designated the Fires in Underground Mines Evacuation Simulator (FUMES). Owing to the operational constraints of the mining facility, methods for measuring learning transfer were…

  7. Understanding the Roles of Families in Virtual Learning

    Science.gov (United States)

    Currie-Rubin, Rachel; Smith, Sean J.

    2014-01-01

    Families choose to enroll their children in fully online schools for many reasons. Online schools offer the possibility of flexible schedules and the potential to learn at a pace and in a manner that is not available to students in their brick-and-mortar schools (Cavanaugh & Clark, 2007). Because online education can allow for individualized…

  8. Integrating Adaptive Games in Student-Centered Virtual Learning Environments

    Science.gov (United States)

    del Blanco, Angel; Torrente, Javier; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar

    2010-01-01

    The increasing adoption of e-Learning technology is facing new challenges, such as how to produce student-centered systems that can be adapted to each student's needs. In this context, educational video games are proposed as an ideal medium to facilitate adaptation and tracking of students' performance for assessment purposes, but integrating the…

  9. 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.

  10. 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.

  11. 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....

  12. 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.

  13. Honeybees in a virtual reality environment learn unique combinations of colour and shape.

    Science.gov (United States)

    Rusch, Claire; Roth, Eatai; Vinauger, Clément; Riffell, Jeffrey A

    2017-10-01

    Honeybees are well-known models for the study of visual learning and memory. Whereas most of our knowledge of learned responses comes from experiments using free-flying bees, a tethered preparation would allow fine-scale control of the visual stimuli as well as accurate characterization of the learned responses. Unfortunately, conditioning procedures using visual stimuli in tethered bees have been limited in their efficacy. In this study, using a novel virtual reality environment and a differential training protocol in tethered walking bees, we show that the majority of honeybees learn visual stimuli, and need only six paired training trials to learn the stimulus. We found that bees readily learn visual stimuli that differ in both shape and colour. However, bees learn certain components over others (colour versus shape), and visual stimuli are learned in a non-additive manner with the interaction of specific colour and shape combinations being crucial for learned responses. To better understand which components of the visual stimuli the bees learned, the shape-colour association of the stimuli was reversed either during or after training. Results showed that maintaining the visual stimuli in training and testing phases was necessary to elicit visual learning, suggesting that bees learn multiple components of the visual stimuli. Together, our results demonstrate a protocol for visual learning in restrained bees that provides a powerful tool for understanding how components of a visual stimulus elicit learned responses as well as elucidating how visual information is processed in the honeybee brain. © 2017. Published by The Company of Biologists Ltd.

  14. 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

  15. Development of Learning Virtual Objects as a Strategy to Foster Student Retention in Higher Education

    OpenAIRE

    Yois S. Pascuas Rengifo; César Omar Jaramillo Morales; Fredy Antonio Verástegui González

    2015-01-01

    Rev.esc.adm.neg One of the problems that the Colombian higher education system is facing is the problem of student desertion, shwoing that a great amount of students leave their university studies during the first semesters. For this reason, the National Education Ministry and Universidad de la Amazonia implement a new strategy to foster student retention and graduation through academic levelling. This paper shows eight learning virtual objects from different learning áreas, applying tech...

  16. 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.

  17. 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.

  18. 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.

  19. 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.

  20. 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.

  1. 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

  2. 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.

  3. 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

    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...... in medicine, received a 2-h training session in a simulation based learning environment. The main outcomes were pre- to post- changes in knowledge, intrinsic motivation, and self-efficacy, together with post-intervention evaluation of the effect of the simulation on student understanding of everyday clinical...... practice were demonstrated. RESULTS: Knowledge (Cohen's d = 0.73), intrinsic motivation (d = 0.24), and self-efficacy (d = 0.46) significantly increased from the pre- to post-test. Low knowledge students showed the greatest increases in knowledge (d = 3.35) and self-efficacy (d = 0.61), but a non...

  4. 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…

  5. Application of Virtual World Technologies to Undersea Warfare Learning

    Science.gov (United States)

    2009-08-20

    rich-skill practice (source: eLearning Guild) Scilands Nanometer Acoustic Detection Exhibit at vNUWC “A school history class could, for example...requirements! • Second Life is proving to be a flexible , extremely capable VWT earning our continued focus as we strive to bring this technology to fruition in support of today and tomorrow’s war fighter. Conclusion

  6. Learning Chemistry by ICT (Virtual Animation at Maumere High School, East Nusa Tenggara

    Directory of Open Access Journals (Sweden)

    Yusnidar Yusuf

    2017-03-01

    Full Text Available This research was aimed to create attractive learning atmosphere which can make students excited inside theclass.Education was a right for every nation. It had to be given to improving a nation. Chemistry subject, especially in hydrocarbon chapter, was less-favorable by most students due to its difficulty level. Learning outcomes score were low. Many research showed that various method, strategy or another approach in teaching chemistry subject had significantlyimproved towards learning theoutcome of students.  One of the approaches was by virtual animation as part of ICT. Based on data result analysis from this research, there was 0,000 < α = 0.05 significance. As result, H0 was rejected. Itmeans that there was significant improve learning outcome using multimedia animation. The role of ICT as learning model should be utilised for granted by teachers to enriched chemistry science in school’s scope.

  7. Virtual water maze learning in human increases functional connectivity between posterior hippocampus and dorsal caudate.

    Science.gov (United States)

    Woolley, Daniel G; Mantini, Dante; Coxon, James P; D'Hooge, Rudi; Swinnen, Stephan P; Wenderoth, Nicole

    2015-04-01

    Recent work has demonstrated that functional connectivity between remote brain regions can be modulated by task learning or the performance of an already well-learned task. Here, we investigated the extent to which initial learning and stable performance of a spatial navigation task modulates functional connectivity between subregions of hippocampus and striatum. Subjects actively navigated through a virtual water maze environment and used visual cues to learn the position of a fixed spatial location. Resting-state functional magnetic resonance imaging scans were collected before and after virtual water maze navigation in two scan sessions conducted 1 week apart, with a behavior-only training session in between. There was a large significant reduction in the time taken to intercept the target location during scan session 1 and a small significant reduction during the behavior-only training session. No further reduction was observed during scan session 2. This indicates that scan session 1 represented initial learning and scan session 2 represented stable performance. We observed an increase in functional connectivity between left posterior hippocampus and left dorsal caudate that was specific to scan session 1. Importantly, the magnitude of the increase in functional connectivity was correlated with offline gains in task performance. Our findings suggest cooperative interaction occurs between posterior hippocampus and dorsal caudate during awake rest following the initial phase of spatial navigation learning. Furthermore, we speculate that the increase in functional connectivity observed during awake rest after initial learning might reflect consolidation-related processing. © 2014 Wiley Periodicals, Inc.

  8. 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.

  9. 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…

  10. 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

  11. Effects of Game-Based Learning in an Opensim-Supported Virtual Environment on Mathematical Performance

    Science.gov (United States)

    Kim, Heesung; Ke, Fengfeng

    2017-01-01

    This experimental study was intended to examine whether the integration of game characteristics in the OpenSimulator-supported virtual reality (VR) learning environment can improve mathematical achievement for elementary school students. In this pre- and posttest experimental comparison study, data were collected from 132 fourth graders through an…

  12. Outline and Evaluation of a Joint European and Canadian Virtual Mobility: e-Learning Project

    Science.gov (United States)

    Hilliard, Alan

    2006-01-01

    The "virtual mobility" project was created as part of a joint Canadian and European Commission funded project to explore cross-cultural clinical curricular developments in the radiation sciences. The aim of the project was to facilitate student learning of the cross-cultural differences in the delivery of healthcare within the…

  13. 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…

  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. 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

  16. Creativity in Technology Education Facilitated through Virtual Reality Learning Environments: A Case Study

    Science.gov (United States)

    Thorsteinsson, Gisli; Page, Tom

    2007-01-01

    Innovation Education (IE) is a new subject area in Icelandic schools. The aim of the subject is to train students to identify the needs and problems in their environment and to develop solutions: a process of ideation. This activity has been classroom based but now a Virtual Reality Learning Environment technology (VRLE) has been designed to…

  17. 3-Dimensional and Interactive Istanbul University Virtual Laboratory Based on Active Learning Methods

    Science.gov (United States)

    Ince, Elif; Kirbaslar, Fatma Gulay; Yolcu, Ergun; Aslan, Ayse Esra; Kayacan, Zeynep Cigdem; Alkan Olsson, Johanna; Akbasli, Ayse Ceylan; Aytekin, Mesut; Bauer, Thomas; Charalambis, Dimitris; Gunes, Zeliha Ozsoy; Kandemir, Ceyhan; Sari, Umit; Turkoglu, Suleyman; Yaman, Yavuz; Yolcu, Ozgu

    2014-01-01

    The purpose of this study is to develop a 3-dimensional interactive multi-user and multi-admin IUVIRLAB featuring active learning methods and techniques for university students and to introduce the Virtual Laboratory of Istanbul University and to show effects of IUVIRLAB on students' attitudes on communication skills and IUVIRLAB. Although there…

  18. The Effect of Virtual Language Learning Method on Writing Ability of Iranian Intermediate EFL Learners

    Science.gov (United States)

    Khoshsima, Hooshang; Sayadi, Fatemeh

    2016-01-01

    This study aimed at investigating the effect of virtual language learning method on Iranian intermediate EFL learners writing ability. The study was conducted with 20 English Translation students at Chabahar Maritime University who were assigned into two groups, control and experimental, after ensuring of their homogeneity by administering a TOEFL…

  19. Users' Continuance Intention of Virtual Learning Community Services: The Moderating Role of Usage Experience

    Science.gov (United States)

    Zhang, Min; Liu, Yupei; Yan, Weiwei; Zhang, Yan

    2017-01-01

    Users' continuance intention plays a significant role in the process of information system (IS) service, especially virtual learning community (VLC) services. Following the IS success model and IS post-acceptance model, this study explores the determinants of users' intention to continue using VLCs' service from the perspective of quality,…

  20. A Learning Evaluation for an Immersive Virtual Laboratory for Technical Training Applied into a Welding Workshop

    Science.gov (United States)

    Torres, Francisco; Neira Tovar, Leticia A.; del Rio, Marta Sylvia

    2017-01-01

    This study aims to explore the results of welding virtual training performance, designed using a learning model based on cognitive and usability techniques, applying an immersive concept focused on person attention. Moreover, it also intended to demonstrate that exits a moderating effect of performance improvement when the user experience is taken…

  1. Enhancing University Teachers' Information and Communication Technology Usage by Using a Virtual Learning Environment Training Course

    Science.gov (United States)

    Ageel, Mohammed; Woollard, John

    2012-01-01

    The research project is a case study focussing on the use of a virtual learning environment (VLE) implemented to increase the use of information and communication technology (ICT) by university teachers in Jazan University, Saudi Arabia. The study aims to investigate the effect of the VLE as the vehicle for a training course in ICT designed to…

  2. 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,…

  3. Mechanism for Promoting Motivation, Confidence, and Autonomy through Synchronic Communication Sessions in Virtual Learning Environments

    Science.gov (United States)

    Valencia, Jorge Andrick Parra; Dallos, Adriana Rocío Lizcano; Ballesteros, Eliécer Pineda

    2017-01-01

    This study presents a mechanism which explains the effect of synchronous communication on students' perception of the training process in virtual learning methodology used in a postgraduate programme at the University of Santander. We use System Dynamics to design a mechanism that integrates motivation, confidence, trust, and autonomy in students.…

  4. At-Risk Students and Virtual Enterprise: Tourism and Hospitality Simulations in Applied and Academic Learning.

    Science.gov (United States)

    Borgese, Anthony

    This paper discusses Virtual Enterprise (VE), a technology-driven business simulation program in which students conceive, create, and operate enterprises that utilize Web-based and other technologies to trade products and services around the world. The study examined the effects of VE on a learning community of at-risk students, defined as those…

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

    Science.gov (United States)

    Rodriguez, Carolina; Hudson, Roland; Niblock, Chantelle

    2018-01-01

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

  6. Teaching a Chemistry MOOC with a Virtual Laboratory: Lessons Learned from an Introductory Physical Chemistry Course

    Science.gov (United States)

    O'Malley, Patrick J.; Agger, Jonathan R.; Anderson, Michael W.

    2015-01-01

    An analysis is presented of the experience and lessons learned of running a MOOC in introductory physical chemistry. The course was unique in allowing students to conduct experimental measurements using a virtual laboratory constructed using video and simulations. A breakdown of the student background and motivation for taking the course is…

  7. A Cross-Case Analysis of Gender Issues in Desktop Virtual Reality Learning Environments

    Science.gov (United States)

    Ausburn, Lynna J.; Martens, Jon; Washington, Andre; Steele, Debra; Washburn, Earlene

    2009-01-01

    This study examined gender-related issues in using new desktop virtual reality (VR) technology as a learning tool in career and technical education (CTE). Using relevant literature, theory, and cross-case analysis of data and findings, the study compared and analyzed the outcomes of two recent studies conducted by a research team at Oklahoma State…

  8. "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…

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

    Science.gov (United States)

    Purpur, Geraldine; Morris, Jon Levi

    2015-01-01

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

  10. 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…

  11. Second Life in Education: The Case of Commercial Online Virtual Reality Applied to Teaching and Learning

    OpenAIRE

    Abbie Brown; William Sugar

    2009-01-01

    Second Life is a three-dimensional, multi-user virtual environment that has attracted particularattention for its instructional potential in professional development and higher educationsettings. This article describes Second Life in general and explores the benefits and challengesof using it for teaching and learning.

  12. Second Life in Education: The Case of Commercial Online Virtual Reality Applied to Teaching and Learning

    Science.gov (United States)

    Brown, Abbie; Sugar, William

    2009-01-01

    Second Life is a three-dimensional, multi-user virtual environment that has attracted particular attention for its instructional potential in professional development and higher education settings. This article describes Second Life in general and explores the benefits and challenges of using it for teaching and learning.

  13. Incorporating Kansei Engineering in Instructional Design: Designing Virtual Reality Based Learning Environments from a Novel Perspective

    Science.gov (United States)

    Chuah, Kee Man; Chen, Chwen Jen; Teh, Chee Siong

    2008-01-01

    In recent years, the application of virtual reality (VR) technology in education is rapidly gaining momentum. The educational benefits offered by such technology have prompted many educators as well as instructional designers to investigate ways to create effective and engaging VR learning. Instructional designers have examined widely the…

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

    Science.gov (United States)

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

    2016-01-01

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

  15. 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…

  16. Analysing the Suitability of Virtual Worlds for Direct Instruction and Individual Learning Activities

    Science.gov (United States)

    Zarraonandia, Telmo; Francese, Rita; Passero, Ignazio; Diaz, Paloma; Tortora, Genoveffa

    2014-01-01

    Despite several researchers reporting evidence that 3D Virtual Worlds can be used to effectively support educational processes in recent years, the integration of this technology in real learning processes is not as commonplace as in other educational technologies. Instructional designers have to balance the cost associated with the development of…

  17. 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...

  18. 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'…

  19. Teaching Energy Metabolism Using Scientific Articles: Implementation of a Virtual Learning Environment for Medical Students

    Science.gov (United States)

    de Espindola, Marina Bazzo; El-Bacha, Tatiana; Giannella, Tais Rabetti; Struchiner, Miriam; da Silva, Wagner S.; Da Poian, Andrea T.

    2010-01-01

    This work describes the use of a virtual learning environment (VLE) applied to the biochemistry class for undergraduate, first-year medical students at the Federal University of Rio de Janeiro. The course focused on the integration of energy metabolism, exploring metabolic adaptations in different physiological or pathological states such as…

  20. 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…

  1. 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…

  2. Feasibility of Using an Augmented Immersive Virtual Reality Learning Environment to Enhance Music Conducting Skills

    Science.gov (United States)

    Orman, Evelyn K.; Price, Harry E.; Russell, Christine R.

    2017-01-01

    Acquiring nonverbal skills necessary to appropriately communicate and educate members of performing ensembles is essential for wind band conductors. Virtual reality learning environments (VRLEs) provide a unique setting for developing these proficiencies. For this feasibility study, we used an augmented immersive VRLE to enhance eye contact, torso…

  3. Communication and Education in a Virtual World: Avatar-Mediated Teaching and Learning in Second Life

    Science.gov (United States)

    Mon, Lorri

    2010-01-01

    Education within Second Life frequently recapitulates the "sage on the stage" as students sit their avatars down in chairs in the virtual world and listen to or read an instructor's lecture while watching a slideshow. This conceptual article explores alternative active learning techniques supporting independent and collaborative learning…

  4. 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…

  5. 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,…

  6. 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.

  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. 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…

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

    Science.gov (United States)

    Cross, Deborah Iyron

    2015-01-01

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

  10. 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…

  11. 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.

  12. 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.

  13. 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 .

  14. 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.

  15. 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.

  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. 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.

  18. 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.

  19. 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.

  20. 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.

  1. Virtual Learning Environment in Continuing Education for Nursing in Oncology: an Experimental Study.

    Science.gov (United States)

    das Graças Silva Matsubara, Maria; De Domenico, Edvane Birelo Lopes

    2016-12-01

    Nurses working in oncology require continuing education and nowadays distance education is a possibility. To compare learning outcomes of the professionals participating in classroom learning versus distance learning; describing the sociodemographic characteristics and digital fluency of participants; comparing learning outcomes with independent variables; assessing the adequacy of educational practices in Virtual Environment Moodle Learning through the constructivist online learning environment survey. An experimental, randomized controlled study; conducted at the A C Camargo Cancer Center, located in São Paulo, SP, Brazil. The study included 97 nurses, with average training of 1 to 2 years. A control group (n = 44) had face to face training and the experiment group (n = 53) had training by distance learning, both with identical program content. The dependent variable was the result of learning, measured by applying a pre-assessment questionnaire and post-intervention for both groups. The sociodemographic and digital fluency data were uniform among the groups. The performance of both groups was statistically significant (p 0.005), and the control group had a greater advantage (40.4 %). Distance education has proven to be an effective alternative for training nurses, especially when they have more complex knowledge, more experience in the area and institutional time. Distance Education may be a possibility for the training of nurses for work in oncology. The association of age, training time and the institution, and the experience in Oncology interfered in the performance of both groups.

  2. 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.

  3. 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.

  4. 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…

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

    OpenAIRE

    Abdul-Hadi Ghazi Abulrub; Alex Attridge; Mark A Williams

    2011-01-01

    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 incor...

  6. Self-regulated learning as a framework for the educational application of virtual communities and personal learning environments

    Directory of Open Access Journals (Sweden)

    Julio Cabero Almenara

    2013-08-01

    Full Text Available 0 0 1 187 1033 USAL 8 2 1218 14.0 Normal 0 21 false false false ES JA X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:Calibri; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-ansi-language:ES; mso-fareast-language:EN-US;} “Virtual Communities” (VC and “Personal learning Environments” (PLE, as products of the Web 2.0, of the cloud computing and of the “social media”, are impacting the field of education and are carrying the students to perform a more active role in the process of learning, and to integrate in their training not only the formal contexts, but also the informal and non-formal. However, we must be aware that the students control over the technology does not imply, necessarily, their control over their processes of teaching-learning and over the experience of learning. And for such control, self-regulation of learning by the student in CV and PLE can serve them to pass of their perception of technologies as technological tools to their perception of them as pedagogical tools, and to its use in the learning process in a planned and organized action, and directed toward specific goals. In order to do it, self-regulated learning, ie the application of learning strategies, their self-assessment, and the use of corrective actions in CV and in PLE, will led the student to take a more active, participatory and critical position in them, which will result in the creation of meaning mediated learning environments.

  7. 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.

  8. 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,…

  9. 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…

  10. 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.

  11. Addressing the learning needs of multidisciplinary students at a distance using a virtual learning environment (VLE): A novice teacher reflects.

    Science.gov (United States)

    Janes, Gillian

    2006-03-01

    This paper analyses the experience of one individual in the development and delivery of an innovative, undergraduate leadership development module. The module is accessed by practising health care professionals in Malaysia as part of a top-up Honours Degree and is delivered solely using a virtual learning environment (VLE), in this case Blackboard. The aim of this analysis is to contribute to the current body of knowledge regarding the use of VLE technology to facilitate learning at a distance. Of particular relevance is the paper's focus on: the drivers for e-learning; widening participation and increasing access; the experience of designing and delivering learning of relevance for this contemporary student population and evaluating the VLE experience/module. The development and delivery of this module is one result of a rapidly growing area of education. As a novice teacher in her first year in the higher education sector, this experience was a significant and stimulating challenge for a number of reasons and these are explored in greater depth. This is achieved by means of personal reflection using the phases of module development and delivery as a focus.

  12. In-World Behaviors and Learning in a Virtual World

    Science.gov (United States)

    Nadolny, Larysa; Childs, Mark

    2014-01-01

    Educational virtual worlds can give students opportunities that would not otherwise be possible in face-to-face settings. The SciEthics Interactive simulations allow learners to conduct scientific research and practice ethical decision-making within a virtual world. This study examined the in-world behaviors that identify students who perceive…

  13. Teaching Network Security in a Virtual Learning Environment

    Science.gov (United States)

    Bergstrom, Laura; Grahn, Kaj J.; Karlstrom, Krister; Pulkkis, Goran; Astrom, Peik

    2004-01-01

    This article presents a virtual course with the topic network security. The course has been produced by Arcada Polytechnic as a part of the production team Computer Networks, Telecommunication and Telecommunication Systems in the Finnish Virtual Polytechnic. The article begins with an introduction to the evolution of the information security…

  14. Jacob: a web-based learning environment using virtual reality

    NARCIS (Netherlands)

    Evers, M.J.; Heemskerk, S.; Nijholt, Antinus

    2001-01-01

    This paper gives an overview of the Jacob project. This project involves the construction of a 3D virtual environment where an animated human-like agent called Jacob gives instruction to the user. The project investigates virtual reality techniques and focuses on three issues: the software

  15. 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.

  16. 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.

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

    Science.gov (United States)

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

    2018-05-07

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

  18. Impact of Virtual Patients as Optional Learning Material in Veterinary Biochemistry Education.

    Science.gov (United States)

    Kleinsorgen, Christin; von Köckritz-Blickwede, Maren; Naim, Hassan Y; Branitzki-Heinemann, Katja; Kankofer, Marta; Mándoki, Míra; Adler, Martin; Tipold, Andrea; Ehlers, Jan P

    2018-01-01

    Biochemistry and physiology teachers from veterinary faculties in Hannover, Budapest, and Lublin prepared innovative, computer-based, integrative clinical case scenarios as optional learning materials for teaching and learning in basic sciences. These learning materials were designed to enhance attention and increase interest and intrinsic motivation for learning, thus strengthening autonomous, active, and self-directed learning. We investigated learning progress and success by administering a pre-test before exposure to the virtual patients (vetVIP) cases, offered vetVIP cases alongside regular biochemistry courses, and then administered a complementary post-test. We analyzed improvement in cohort performance and level of confidence in rating questions. Results of the performance in biochemistry examinations in 2014, 2015, and 2016 were correlated with the use of and performance in vetVIP cases throughout biochemistry courses in Hannover. Surveys of students reflected that interactive cases helped them understand the relevance of basic sciences in veterinary education. Differences between identical pre- and post-tests revealed knowledge improvement (correct answers: +28% in Hannover, +9% in Lublin) and enhanced confidence in decision making ("I don't know" answers: -20% in Hannover, -7.5% in Lublin). High case usage and voluntary participation (use of vetVIP cases in Hannover and Lublin >70%, Budapest learning could be extended and generated cases should be shared across veterinary faculties.

  19. Hysteroscopic sterilization using a virtual reality simulator: assessment of learning curve.

    Science.gov (United States)

    Janse, Juliënne A; Goedegebuure, Ruben S A; Veersema, Sebastiaan; Broekmans, Frank J M; Schreuder, Henk W R

    2013-01-01

    To assess the learning curve using a virtual reality simulator for hysteroscopic sterilization with the Essure method. Prospective multicenter study (Canadian Task Force classification II-2). University and teaching hospital in the Netherlands. Thirty novices (medical students) and five experts (gynecologists who had performed >150 Essure sterilization procedures). All participants performed nine repetitions of bilateral Essure placement on the simulator. Novices returned after 2 weeks and performed a second series of five repetitions to assess retention of skills. Structured observations on performance using the Global Rating Scale and parameters derived from the simulator provided measurements for analysis. The learning curve is represented by improvement per procedure. Two-way repeated-measures analysis of variance was used to analyze learning curves. Effect size (ES) was calculated to express the practical significance of the results (ES ≥ 0.50 indicates a large learning effect). For all parameters, significant improvements were found in novice performance within nine repetitions. Large learning effects were established for six of eight parameters (p learning curve established in this study endorses future implementation of the simulator in curricula on hysteroscopic skill acquisition for clinicians who are interested in learning this sterilization technique. Copyright © 2013 AAGL. Published by Elsevier Inc. All rights reserved.

  20. Ageing and spatial reversal learning in humans: findings from a virtual water maze.

    Science.gov (United States)

    Schoenfeld, R; Foreman, N; Leplow, B

    2014-08-15

    Deterioration in spatial memory with normal ageing is well accepted. Animal research has shown spatial reversal learning to be most vulnerable to pathological changes in the brain, but this has never been tested in humans. We studied ninety participants (52% females, 20-80 yrs) in a virtual water maze with a reversal learning procedure. Neuropsychological functioning, mood and personality were assessed to control moderator effects. For data analysis, participants were subdivided post hoc into groups aged 20-24, 25-34, 35-44, 45-64 and 65-80 yrs. Initial spatial learning occurred in all age groups but 65-80-yrs-olds never reached the level of younger participants. When tested for delayed recall of spatial memory, younger people frequented the target area but those over 65 yrs did not. In spatial reversal learning, age groups over 45 yrs were deficient and the 65-80-yrs-olds showed no evidence of reversal. Spatial measures were associated with neuropsychological functioning. Extraversion and measures of depression moderated the age effect on the learning index with older introverted and non-depressed individuals showing better results. Measures of anxiety moderated the age effect on reversal learning with older people having higher anxiety scores showing a preserved reversal learning capability. Results confirmed age to be a major factor in spatial tasks but further showed neuropsychological functioning, psycho-affective determinants and personality traits to be significant predictors of individual differences. Copyright © 2014 Elsevier B.V. All rights reserved.

  1. Training Dismounted Soldiers in Virtual Environments: Enhancing Configuration Learning

    National Research Council Canada - National Science Library

    Witmer, Bob

    2000-01-01

    ...) has conducted research in using virtual environments (VE) to train dismounted soldiers. While showing that some dismounted soldiers skills can be trained in VE, the research has also identified problems in using VE for soldier training...

  2. Outcome Mapping Virtual Learning Community - Phase III | IDRC ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    Indeed, the OMLC affirmed its position as a vibrant community of practice ... a virtual space (www.outcomemapping.ca), and online interaction will be the key driver. ... communication technology (ICT) on social and human development is new ...

  3. 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.

  4. 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.

  5. 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.

  6. Aerobic fitness relates to learning on a virtual morris water task and hippocampal volume in adolescents

    Science.gov (United States)

    Herting, Megan M.; Nagel, Bonnie J.

    2012-01-01

    In rodents, exercise increases hippocampal neurogenesis and allows for better learning and memory performance on water maze tasks. While exercise has also been shown to be beneficial for the brain and behavior in humans, no study has examined how exercise impacts spatial learning using a directly translational water maze task, or if these relationships exist during adolescence – a developmental period which the animal literature has shown to be especially vulnerable to exercise effects. In this study, we investigated the influence of aerobic fitness on hippocampal size and subsequent learning and memory, including visuospatial memory using a human analogue of the Morris Water Task, in 34 adolescents. Results showed that higher aerobic fitness predicted better learning on the virtual Morris Water Task and larger hippocampal volumes. No relationship between virtual Morris Water Task memory recall and aerobic fitness was detected. Aerobic fitness, however, did not relate to global brain volume, or verbal learning, which might suggest some specificity of the influence of aerobic fitness on the adolescent brain. This study provides a direct translational approach to the existing animal literature on exercise, as well as adds to the sparse research that exists on how aerobic exercise impacts the developing human brain and memory. PMID:22610054

  7. Development of a virtual tool for learning basic organisation and planning in rural engineering projects

    Science.gov (United States)

    Redel-Macías, María Dolores; Castillo, Carlos; Aguilar Porro, Cristina; Polo, María; Taguas, Encarnación V.

    2014-09-01

    This paper presents a virtual lab for the contents of an Engineering project, for designing an agro-industrial building, which is also useful for a range of different transversal courses in Engineering sciences. The aims of this tool are to analyse the most important contents of a project-document (calculation, regulations, drawings and budgets), as well as their relationship with the activities which make up the work and the schedule. The design criteria we considered were: its online applications and their compatibility with Moodle; the inclusion of different learning approaches, such as exploratory learning and inquiry-based learning; its interactivity, and the use of multimedia elements for visualisation and direct analysis on material common to Engineering subjects. The students' perceptions of the improvements brought by the virtual lab were analysed statistically through a series of questions over two academic years. The results of the questionnaires suggested that most of those who had used the e-learning tool valued positively its overall suitability for reaching the objectives in their subject as well as the way it improved the working methodology. The practical knowledge acquired by the students was also highly valued. In addition, the lack of constraints commonly related to field trips (expenses, time and complexity) illustrates the utility of self-access learning tools in key transversal disciplines such as Engineering projects.

  8. Aerobic fitness relates to learning on a virtual Morris Water Task and hippocampal volume in adolescents.

    Science.gov (United States)

    Herting, Megan M; Nagel, Bonnie J

    2012-08-01

    In rodents, exercise increases hippocampal neurogenesis and allows for better learning and memory performance on water maze tasks. While exercise has also been shown to be beneficial for the brain and behavior in humans, no study has examined how exercise impacts spatial learning using a directly translational water maze task, or if these relationships exist during adolescence--a developmental period which the animal literature has shown to be especially vulnerable to exercise effects. In this study, we investigated the influence of aerobic fitness on hippocampal size and subsequent learning and memory, including visuospatial memory using a human analogue of the Morris Water Task, in 34 adolescents. Results showed that higher aerobic fitness predicted better learning on the virtual Morris Water Task and larger hippocampal volumes. No relationship between virtual Morris Water Task memory recall and aerobic fitness was detected. Aerobic fitness, however, did not relate to global brain volume or verbal learning, which might suggest some specificity of the influence of aerobic fitness on the adolescent brain. This study provides a direct translational approach to the existing animal literature on exercise, as well as adds to the sparse research that exists on how aerobic exercise impacts the developing human brain and memory. Published by Elsevier B.V.

  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 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.

  11. 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

  12. Development of Learning Virtual Objects as a Strategy to Foster Student Retention in Higher Education

    Directory of Open Access Journals (Sweden)

    Yois S. Pascuas Rengifo

    2015-12-01

    Full Text Available Rev.esc.adm.neg One of the problems that the Colombian higher education system is facing is the problem of student desertion, shwoing that a great amount of students leave their university studies during the first semesters. For this reason, the National Education Ministry and Universidad de la Amazonia implement a new strategy to foster student retention and graduation through academic levelling. This paper shows eight learning virtual objects from different learning áreas, applying technological tolos to design didactic interactive and creative environments.

  13. Can Virtual Museums Motivate Students? Toward a Constructivist Learning Approach

    Science.gov (United States)

    Katz, James E.; Halpern, Daniel

    2015-12-01

    This study aims to assess the effectiveness of immersive environments that have been implemented by museums to attract new visitors. Based on the frameworks introduced by telepresence and media richness theories, and following a constructivist-based learning approach, we argue that the greater the similarity of an online museum experience is to its physical counterpart, the more positive will be the observer's perception of the collection. We reason that the similarity would lead online visitors to develop greater cognitive involvement which in turn will produce more positive attitudes toward the collection. In support of this argument, we present the results of a comparative study in which 565 participants were exposed randomly to four different exhibitions: two-dimensional collections of art and aircraft museums and three-dimensional tours of similar museums. Results indicate that whereas 3D tours have a strong effect on users' intentions to visit the real museum, cognitive involvement and sense of presence mediate the association between these variables. In terms of managerial implications, our study shows that if educational professionals want to stimulate their students to visit museums, 3D tours appear to be more effective for engaging learners through a realistic-looking environment. By offering richer perceptual cues and multimodal feedback (e.g., users can view 3D objects from multiple viewpoints or zoom in/out the objects), the study suggests that participants may increase their reasoning process and become more interested in cultural content.

  14. 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.

  15. 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.

  16. Employing Virtualization in Library Computing: Use Cases and Lessons Learned

    Directory of Open Access Journals (Sweden)

    Arwen Hutt

    2009-09-01

    Full Text Available This paper provides a broad overview of virtualization technology and describes several examples of its use at the University of California, San Diego Libraries. Libraries can leverage virtualization to address many long-standing library computing challenges, but careful planning is needed to determine if this technology is the right solution for a specific need. This paper outlines both technical and usability considerations, and concludes with a discussion of potential enterprise impacts on the library infrastructure.

  17. Horseless Classrooms and Virtual Learning: Reshaping Our Environments.

    Science.gov (United States)

    Bossert, Philip J.

    1997-01-01

    Unlike the rest of the industrialized world, educational institutions were largely untouched by last century's transportation revolution. Teachers have been workhorses pulling students in instructional wagons along well-worn curricula. Since television and the Internet already provide "horseless" classrooms and virtual-learning…

  18. Education Student Perceptions of Virtual Reality as a Learning Tool

    Science.gov (United States)

    Domingo, Jelia R.; Bradley, Elizabeth Gates

    2018-01-01

    The purpose of this study was to ascertain student perceptions of the use and value of three-dimensional virtual environments. A grounded theory approach was used to gather and examine data. Just over half of student participants reported positive experiences. However, most experienced technical difficulties. Despite the technical challenges of…

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

    Science.gov (United States)

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

    2013-01-01

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

  20. Multiprog Virtual Laboratory Applied to PLC Programming Learning

    Science.gov (United States)

    Shyr, Wen-Jye

    2010-01-01

    This study develops a Multiprog virtual laboratory for a mechatronics education designed to teach how to programme a programmable logic controller (PLC). The study was carried out with 34 students in the Department of Industry Education and Technology at National Changhua University of Education in Taiwan. In total, 17 students were assigned to…

  1. A pilot project of an online cross-age tutoring program: crescent school virtual learning (vLearning).

    Science.gov (United States)

    Chow, Ronald

    2016-11-01

    Traditional classroom teaching is the standard of education. However, there may be some students who feel uncomfortable approaching their teachers and may feel more at ease if they ask for assistance from their peers. There are two types of student-to-student tutoring methods that are supplements to classroom learning: peer tutoring between same-age students and cross-age tutoring between different-age children. Cross-age tutoring programs in which the tutor is 2-3 years older than the tutee have been reported to be more effective than those between same-age students in promoting student responsibility, empowerment and academic performance. A pilot online cross-age tutoring program was launched in September 2014 at Crescent School. A new website was designed, created and implemented with the permission and regular monitoring of the Student Services faculty for the online program - Crescent School Virtual Learning (vLearning). The program was well received and will undergo evaluation in the future.

  2. 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…

  3. Transfer of motor learning from virtual to natural environments in individuals with cerebral palsy.

    Science.gov (United States)

    de Mello Monteiro, Carlos Bandeira; Massetti, Thais; da Silva, Talita Dias; van der Kamp, John; de Abreu, Luiz Carlos; Leone, Claudio; Savelsbergh, Geert J P

    2014-10-01

    With the growing accessibility of computer-assisted technology, rehabilitation programs for individuals with cerebral palsy (CP) increasingly use virtual reality environments to enhance motor practice. Thus, it is important to examine whether performance improvements in the virtual environment generalize to the natural environment. To examine this issue, we had 64 individuals, 32 of which were individuals with CP and 32 typically developing individuals, practice 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. In the more abstract, less tangible task, they were instructed to 'intercept' the virtual object by making a hand movement in a virtual environment. The results showed that individuals with CP timed less accurate than typically developing individuals, especially for the more abstract task in the virtual environment. The individuals with CP did-as did their typically developing peers-improve coincidence timing with practice on both tasks. Importantly, however, these improvements were specific to the practice environment; there was no transfer of learning. It is concluded that the implementation of virtual environments for motor rehabilitation in individuals with CP should not be taken for granted but needs to be considered carefully. Copyright © 2014 Elsevier Ltd. All rights reserved.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. Can virtual seminars be used cost‐effectively to enhance student learning?

    OpenAIRE

    Halfpenny, Peter; Wellings, Sonja

    2001-01-01

    This paper describes a virtual seminar initiative designed to investigate the extent to which computer‐mediated communication (CMC) can cost‐effectively strengthen staff‐student interaction and enhance student group discussion, and thereby improve collaborative learning. After setting the scene by means of a brief review of the discursive potential of CMC, the establishment of an asynchronous bulletin board system on three modules in the Department of Sociology at the University of Manchester...

  10. ADAPTATION AND DISABILITY ASPECTS IN A VIRTUAL LEARNING ENVIRONMENT

    Directory of Open Access Journals (Sweden)

    DIANA LANCHEROS CUESTA

    2012-01-01

    Full Text Available Este artículo presenta los principales aspectos que se deben tener en cuenta en el diseño de ambientes virtuales de aprendizaje como por ejemplo, los tutores inteligentes. La mayoría de estos sistemas virtuales de aprendizaje se concentran en la actividad del tutor y se utilizan técnicas de inteligencia artificial. Los sistemas que se relacionan a continuación permitieron la generación de un modelo que, dadas las preferencias y estilos de aprendizaje de un estudiante, realiza un proceso de recuperación de información con el fin de adaptar el despliegue y la manera en la que se muestra el contenido a un estudiante dadas las características particulares del mismo (estilos de aprendizaje, comportamiento y desempeño en el sistema y si tiene una discapacidad.

  11. Virtual universities--the reality of e-learning?

    Science.gov (United States)

    Wright, Graham; Betts, Helen J

    2002-01-01

    With the growth of the internet and world wide web new ways of exchanging information are emerging, barriers are being overcome, new partnerships and ways of working are emerging. Amongst the hype is the notion of a Virtual University; it is hype or reality? What are the issues? A description of a University will not just include the programmes that it delivers but would no doubt include research and the academic environment. This paper raises some of the issues for Health Informatics.

  12. Virtual Reality Game Education to Learn Traffic Regulation

    Directory of Open Access Journals (Sweden)

    Andru Deva Lukito

    2017-10-01

    Full Text Available Abstract – Traffic accident has become number 3 of children death cause in the world according to WHO[1]. Traffic accident that involve children often caused by their own by breaking the law or regulation. Therefor education about traffic regulation and law including traffic sign and its meaning must be given to children early. Because education means process to change a person or a group attitude and behavior in order to make them mature through teaching and training [2]. One of them that can be used is digital media.  One of interactive digital media is digital game, various form of digital game start from 2D, 2.5D, 3D with many point of view and new technology. VR (Virtual Reality as new digital media where alternate reality exist to test various theory without any real consequences, according to Greenbaum “Virtual Reality is an alternate world filled with computer-generated images that respond to human movements. These simulated environments are usually visited with the aid of an expensive data suit which features stereophonic video goggles and fiber-optic data gloves”[3]. Greenbaum statement before were make VR suitable to test traffic law and regulation and educate kid to obey the traffic sign and regulation without real consequences from real world. This Journal contain the result of using virtual reality as traffic regulation education media. Education material that arranged consisting traffic sign that appear on the road and safety riding gear. Keywords – Virtual Reality, Traffic sign, Road traffic, children, education

  13. Diseño de Aprendizaje para Entornos Virtuales Colaborativos (Learning design for collaborative virtual environments

    Directory of Open Access Journals (Sweden)

    Maria Elena Maciá Gravier

    2014-05-01

    Full Text Available Resumen Se ha hecho común la utilización de los sistemas de gestión del aprendizaje (en inglés Learning Management System o también llamados plataformas de teleformación. Este entorno como vía para proporcionar conocimientos no sólo es utilizado en Universidades, sino que su uso se ha extendido a otras instituciones como lo es el actual Centro de Formación Ramal para la Informática de DESOFT perteneciente al Ministerio de la Informática y las Comunicaciones (MINCOM. La construcción de conocimientos a lo largo de la vida y el intercambio de experiencias entre personas que realizan trabajos similares requieren de nuevas estrategias docentes. ¿Será suficiente con solo emplear las posibilidades de un sistema de gestión del aprendizaje?, ¿qué sucede cuando concluye la edición de un curso? Este trabajo tiene como objetivo exponer los criterios que al respecto tiene la autora del mismo, quien defiende la vinculación de un sistema de gestión del aprendizaje y una red social como solución a las interrogantes antes formuladas. Abstract It has become common the use of Learning Management System or so called e-learning platforms. This environment as a way to provide knowledge that is not only used in universities, but its use has been extended to other institutions such as the current Branch Training Center for Computer of DESOFT. The construction of knowledge throughout life and exchange of experiences among people doing similar jobs require new teaching strategies. Is it enough to just use the possibilities of a learning management system, and what happens when editing concludes a course? This work aims to present the criteria that has about the author himself, who defends linking a learning management system and a social network as a solution to the above raised questions.

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. The Virtual Teacher (VT) Paradigm: Learning New Patterns of Interpersonal Coordination Using the Human Dynamic Clamp.

    Science.gov (United States)

    Kostrubiec, Viviane; Dumas, Guillaume; Zanone, Pier-Giorgio; Kelso, J A Scott

    2015-01-01

    The Virtual Teacher paradigm, a version of the Human Dynamic Clamp (HDC), is introduced into studies of learning patterns of inter-personal coordination. Combining mathematical modeling and experimentation, we investigate how the HDC may be used as a Virtual Teacher (VT) to help humans co-produce and internalize new inter-personal coordination pattern(s). Human learners produced rhythmic finger movements whilst observing a computer-driven avatar, animated by dynamic equations stemming from the well-established Haken-Kelso-Bunz (1985) and Schöner-Kelso (1988) models of coordination. We demonstrate that the VT is successful in shifting the pattern co-produced by the VT-human system toward any value (Experiment 1) and that the VT can help humans learn unstable relative phasing patterns (Experiment 2). Using transfer entropy, we find that information flow from one partner to the other increases when VT-human coordination loses stability. This suggests that variable joint performance may actually facilitate interaction, and in the long run learning. VT appears to be a promising tool for exploring basic learning processes involved in social interaction, unraveling the dynamics of information flow between interacting partners, and providing possible rehabilitation opportunities.

  19. 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

  20. 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.

  1. Virtual Interactive Classroom: A New Technology for Distance Learning Developed

    Science.gov (United States)

    York, David W.; Babula, Maria

    1999-01-01

    The Virtual Interactive Classroom (VIC) allows Internet users, specifically students, to remotely control and access data from scientific equipment. This is a significant advantage to school systems that cannot afford experimental equipment, have Internet access, and are seeking to improve science and math scores with current resources. A VIC Development Lab was established at Lewis to demonstrate that scientific equipment can be controlled by remote users over the Internet. Current projects include a wind tunnel, a room camera, a science table, and a microscope.

  2. Teaching Students to Build Historical Buildings in Virtual Reality: A Didactic Strategy for Learning History of Art in Secondary Education

    Science.gov (United States)

    Frontera, Eloi Biosca

    2009-01-01

    This article is a summary and conclusions of a field study carried out in a secondary education classroom with the aim of experimenting and observing how 13-year-old students learn the history of architecture by using complex virtual reality software. Within the framework of autonomous and active learning, students act as builders of some of the…

  3. The Effects of a Pedagogical Agent's Smiling Expression on the Learner's Emotions and Motivation in a Virtual Learning Environment

    Science.gov (United States)

    Liew, Tze Wei; Zin, Nor Azan Mat; Sahari, Noraidah; Tan, Su-Mae

    2016-01-01

    The present study aimed to test the hypothesis that a smiling expression on the face of a talking pedagogical agent could positively affect a learner's emotions, motivation, and learning outcomes in a virtual learning environment. Contrary to the hypothesis, results from Experiment 1 demonstrated that the pedagogical agent's smile induced negative…

  4. Transformational and Passive Leadership: An Initial Investigation of University Instructors as Leaders in a Virtual Learning Environment

    Science.gov (United States)

    Bogler, Ronit; Caspi, Avner; Roccas, Sonia

    2013-01-01

    The study investigated whether students perceive their university instructors in a virtual learning environment as leaders. Referring to the full range leadership theory (FRLT), we examined the effects of transformational and passive leadership styles of university instructors on students' satisfaction and learning outcomes. Completed web-based…

  5. Transforming Clinical Imaging and 3D Data for Virtual Reality Learning Objects: HTML5 and Mobile Devices Implementation

    Science.gov (United States)

    Trelease, Robert B.; Nieder, Gary L.

    2013-01-01

    Web deployable anatomical simulations or "virtual reality learning objects" can easily be produced with QuickTime VR software, but their use for online and mobile learning is being limited by the declining support for web browser plug-ins for personal computers and unavailability on popular mobile devices like Apple iPad and Android…

  6. 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.…

  7. 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.

  8. Effects of Cognitive Styles on an MSN Virtual Learning Companion System as an Adjunct to Classroom Instructions

    Science.gov (United States)

    Hsieh, Sheng-Wen

    2011-01-01

    This study designed a chatbot system, Confucius, as a MSN virtual learning companion to examine how specific application design variables within educational software affect the learning process of subjects as defined by the cognitive continuum of field-dependent and field-independent learners. 104 college students participated in a 12 week…

  9. The (human) science of medical virtual learning environments.

    Science.gov (United States)

    Stone, Robert J

    2011-01-27

    The uptake of virtual simulation technologies in both military and civilian surgical contexts has been both slow and patchy. The failure of the virtual reality community in the 1990s and early 2000s to deliver affordable and accessible training systems stems not only from an obsessive quest to develop the 'ultimate' in so-called 'immersive' hardware solutions, from head-mounted displays to large-scale projection theatres, but also from a comprehensive lack of attention to the needs of the end users. While many still perceive the science of simulation to be defined by technological advances, such as computing power, specialized graphics hardware, advanced interactive controllers, displays and so on, the true science underpinning simulation--the science that helps to guarantee the transfer of skills from the simulated to the real--is that of human factors, a well-established discipline that focuses on the abilities and limitations of the end user when designing interactive systems, as opposed to the more commercially explicit components of technology. Based on three surgical simulation case studies, the importance of a human factors approach to the design of appropriate simulation content and interactive hardware for medical simulation is illustrated. The studies demonstrate that it is unnecessary to pursue real-world fidelity in all instances in order to achieve psychological fidelity--the degree to which the simulated tasks reproduce and foster knowledge, skills and behaviours that can be reliably transferred to real-world training applications.

  10. A virtual reality based simulator for learning nasogastric tube placement.

    Science.gov (United States)

    Choi, Kup-Sze; He, Xuejian; Chiang, Vico Chung-Lim; Deng, Zhaohong

    2015-02-01

    Nasogastric tube (NGT) placement is a common clinical procedure where a plastic tube is inserted into the stomach through the nostril for feeding or drainage. However, the placement is a blind process in which the tube may be mistakenly inserted into other locations, leading to unexpected complications or fatal incidents. The placement techniques are conventionally acquired by practising on unrealistic rubber mannequins or on humans. In this paper, a virtual reality based training simulation system is proposed to facilitate the training of NGT placement. It focuses on the simulation of tube insertion and the rendering of the feedback forces with a haptic device. A hybrid force model is developed to compute the forces analytically or numerically under different conditions, including the situations when the patient is swallowing or when the tube is buckled at the nostril. To ensure real-time interactive simulations, an offline simulation approach is adopted to obtain the relationship between the insertion depth and insertion force using a non-linear finite element method. The offline dataset is then used to generate real-time feedback forces by interpolation. The virtual training process is logged quantitatively with metrics that can be used for assessing objective performance and tracking progress. The system has been evaluated by nursing professionals. They found that the haptic feeling produced by the simulated forces is similar to their experience during real NGT insertion. The proposed system provides a new educational tool to enhance conventional training in NGT placement. Copyright © 2014 Elsevier Ltd. All rights reserved.

  11. Fish in the Matrix: motor learning in a virtual world

    Directory of Open Access Journals (Sweden)

    Florian eEngert

    2013-01-01

    Full Text Available One of the large remaining challenges in the field of zebrafish neuroscience is the establishment of techniques and preparations that permit the recording and perturbation of neural activity in animals that can interact meaningfully with the environment. Since it is very difficult to do this in freely behaving zebrafish, I describe here two alternative approaches that meet this goal via tethered preparations. The first uses head-fixation in agarose in combination with online imaging and analysis of tail-motion. In the second method, paralyzed fish are suspended with suction pipettes in mid-water and nerve root recordings serve as indicators for intended locomotion. In both cases fish can be immersed into a virtual environment and allowed to interact with this virtual world via real or fictive tail motions. The specific examples given in this review focus primarily on the role of visual feedback– but the general principles certainly extend to other modalities, including proprioception, hearing, balance and somatosensation.

  12. Teaching Students to Build Historical Buildings in Virtual Reality: A Didactic Strategy for Learning History of Art in Secondary Education

    OpenAIRE

    Eloi Biosca Frontera

    2009-01-01

    This article is a summary and conclusions of a field study carried out in a secondary education classroom with the aim of experimenting and observing how 13-year-old students learn the history of architecture by using complex virtual reality software. Within the framework ofautonomous and active learning, students act as builders of some of the historic landmarks studied during the course. Thus, students learn, for instance, the features of Romanesque and Gothic architecture as they are asked...

  13. 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…

  14. 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.

  15. Involvement of Student Teachers and Pupils in Designing and Manipulating Virtual Learning Environments Impacts Reading Achievements

    Directory of Open Access Journals (Sweden)

    Esther Zaretsky

    2012-04-01

    Full Text Available The research is aimed at investigating the involvement of student teachers and pupils in designing and manipulating virtual learning environment and its impact on reading achievements through action research. In order to understand the connection between the real and virtual worlds, the design of such simulations is based on applying the virtual environment to the real world as much as possible. The objects were taken from the pupils’ everyday environment and unique motivation. The researcher taught the method to 30 student teachers. Such procedures were held among different populations. The findings showed that as the student teachers practiced the simulation design through the PowerPoint Software, it became clear to them how the computer can be implemented in their practical work. Consequently, their presentations became highly animated, and applied to the pupils

  16. On the Design of Virtual Reality Learning Environments in Engineering

    Directory of Open Access Journals (Sweden)

    Diego Vergara

    2017-06-01

    Full Text Available Currently, the use of virtual reality (VR is being widely applied in different fields, especially in computer science, engineering, and medicine. Concretely, the engineering applications based on VR cover approximately one half of the total number of VR resources (considering the research works published up to last year, 2016. In this paper, the capabilities of different computational software for designing VR applications in engineering education are discussed. As a result, a general flowchart is proposed as a guide for designing VR resources in any application. It is worth highlighting that, rather than this study being based on the applications used in the engineering field, the obtained results can be easily extrapolated to other knowledge areas without any loss of generality. This way, this paper can serve as a guide for creating a VR application.

  17. 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…

  18. 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…

  19. 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…

  20. 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…

  1. 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…

  2. 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.

  3. How can machine-learning methods assist in virtual screening for hyperuricemia? A healthcare machine-learning approach.

    Science.gov (United States)

    Ichikawa, Daisuke; Saito, Toki; Ujita, Waka; Oyama, Hiroshi

    2016-12-01

    Our purpose was to develop a new machine-learning approach (a virtual health check-up) toward identification of those at high risk of hyperuricemia. Applying the system to general health check-ups is expected to reduce medical costs compared with administering an additional test. Data were collected during annual health check-ups performed in Japan between 2011 and 2013 (inclusive). We prepared training and test datasets from the health check-up data to build prediction models; these were composed of 43,524 and 17,789 persons, respectively. Gradient-boosting decision tree (GBDT), random forest (RF), and logistic regression (LR) approaches were trained using the training dataset and were then used to predict hyperuricemia in the test dataset. Undersampling was applied to build the prediction models to deal with the imbalanced class dataset. The results showed that the RF and GBDT approaches afforded the best performances in terms of sensitivity and specificity, respectively. The area under the curve (AUC) values of the models, which reflected the total discriminative ability of the classification, were 0.796 [95% confidence interval (CI): 0.766-0.825] for the GBDT, 0.784 [95% CI: 0.752-0.815] for the RF, and 0.785 [95% CI: 0.752-0.819] for the LR approaches. No significant differences were observed between pairs of each approach. Small changes occurred in the AUCs after applying undersampling to build the models. We developed a virtual health check-up that predicted the development of hyperuricemia using machine-learning methods. The GBDT, RF, and LR methods had similar predictive capability. Undersampling did not remarkably improve predictive power. Copyright © 2016 Elsevier Inc. All rights reserved.

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

    Science.gov (United States)

    Genova, Françoise; Egret, Daniel

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

  5. Construction and Evaluation of an Integrated Formal/Informal Learning Environment for Foreign Language Learning across Real and Virtual Spaces

    Science.gov (United States)

    Waragai, Ikumi; Ohta, Tatsuya; Kurabayashi, Shuichi; Kiyoki, Yasushi; Sato, Yukiko; Brückner, Stefan

    2017-01-01

    This paper presents the prototype of a foreign language learning space, based on the construction of an integrated formal/informal learning environment. Before the background of the continued innovation of information technology that places conventional learning styles and educational methods into new contexts based on new value-standards,…

  6. Strengthening Deeper Learning through Virtual Teams in E-Learning: A Synthesis of Determinants and Best Practices

    Science.gov (United States)

    Makani, Joyline; Durier-Copp, Martine; Kiceniuk, Deborah; Blandford, Alieda

    2016-01-01

    Globally, e-learning is gaining popularity as its potential contributions to economic and social development are recognised. However, its full potential has not been realised, as most e-learning practices merely replicate traditional existing teaching methods and have not fully exploited the interactive and social components of peer learning.…

  7. The influence of negative training set size on machine learning-based virtual screening.

    Science.gov (United States)

    Kurczab, Rafał; Smusz, Sabina; Bojarski, Andrzej J

    2014-01-01

    The paper presents a thorough analysis of the influence of the number of negative training examples on the performance of machine learning methods. The impact of this rather neglected aspect of machine learning methods application was examined for sets containing a fixed number of positive and a varying number of negative examples randomly selected from the ZINC database. An increase in the ratio of positive to negative training instances was found to greatly influence most of the investigated evaluating parameters of ML methods in simulated virtual screening experiments. In a majority of cases, substantial increases in precision and MCC were observed in conjunction with some decreases in hit recall. The analysis of dynamics of those variations let us recommend an optimal composition of training data. The study was performed on several protein targets, 5 machine learning algorithms (SMO, Naïve Bayes, Ibk, J48 and Random Forest) and 2 types of molecular fingerprints (MACCS and CDK FP). The most effective classification was provided by the combination of CDK FP with SMO or Random Forest algorithms. The Naïve Bayes models appeared to be hardly sensitive to changes in the number of negative instances in the training set. In conclusion, the ratio of positive to negative training instances should be taken into account during the preparation of machine learning experiments, as it might significantly influence the performance of particular classifier. What is more, the optimization of negative training set size can be applied as a boosting-like approach in machine learning-based virtual screening.

  8. IceCube Polar Virtual Reality exhibit: immersive learning for learners of all ages

    Science.gov (United States)

    Madsen, J.; Bravo Gallart, S.; Chase, A.; Dougherty, P.; Gagnon, D.; Pronto, K.; Rush, M.; Tredinnick, R.

    2017-12-01

    The IceCube Polar Virtual Reality project is an innovative, interactive exhibit that explains the operation and science of a flagship experiment in polar research, the IceCube Neutrino Observatory. The exhibit allows users to travel from the South Pole, where the detector is located, to the furthest reaches of the universe, learning how the detection of high-energy neutrinos has opened a new view to the universe. This novel exhibit combines a multitouch tabletop display system and commercially available virtual reality (VR) head-mounted displays to enable informal STEM learning of polar research. The exhibit, launched in early November 2017 during the Wisconsin Science Festival in Madison, WI, will study how immersive VR can enhance informal STEM learning. The foundation of this project is built upon a strong collaborative effort between the Living Environments Laboratory (LEL), the Wisconsin IceCube Particle Astrophysics Center (WIPAC), and the Field Day Laboratory groups from the University of Wisconsin-Madison campus. The project is funded through an NSF Advancing Informal STEM Learning (AISL) grant, under a special call for engaging students and the public in polar research. This exploratory pathways project seeks to build expertise to allow future extensions. The plan is to submit a subsequent AISL Broad Implementation proposal to add more 3D environments for other Antarctic research topics and locations in the future. We will describe the current implementation of the project and discuss the challenges and opportunities of working with an interdisciplinary team of scientists and technology and education researchers. We will also present preliminary assessment results, which seek to answer questions such as: Did users gain a better understanding of IceCube research from interacting with the exhibit? Do both technologies (touch table and VR headset) provide the same level of engagement? Is one technology better suited for specific learning outcomes?

  9. eProblem-Based Learning: Problem-Based Learning Using Virtual Teams

    Science.gov (United States)

    Brodie, L. M.

    2009-01-01

    Literature on engineering education stresses the need for graduates to have skills such as working globally in a multicultural environment; working in interdisciplinary teams; sharing of tasks on a global, around the clock basis; working with digital communication tools and in a virtual environment. In addition, accreditation criteria include…

  10. Brave New (Virtual) World: Transforming Language Learning into Cultural Studies through Online Learning Environments (MOOs).

    Science.gov (United States)

    Schneider, Jeffrey; von der Emde, Silke

    2000-01-01

    Describes an online approach through using a MOO, a computer program that allows students to share text-based virtual reality. The goal of the program was to build an environment that both enabled practice in the target language and sustained reflection on the processes of cultural production and reception. (Author/VWL)

  11. Optimal learning in a virtual patient simulation of cranial nerve palsies: the interaction between social learning context and student aptitude.

    Science.gov (United States)

    Johnson, Teresa R; Lyons, Rebecca; Chuah, Joon Hao; Kopper, Regis; Lok, Benjamin C; Cendan, Juan C

    2013-01-01

    Simulation in medical education provides students with opportunities to practice interviews, examinations, and diagnosis formulation related to complex conditions without risks to patients. To examine differences between individual and team participation on learning outcomes and student perspectives through use of virtual patients (VPs) for teaching cranial nerve (CN) evaluation. Fifty-seven medical students were randomly assigned to complete simulation exercises either as individuals or as members of three-person teams. Students interviewed, examined, and diagnosed VPs with possible CN damage in the neurological exam rehearsal virtual environment (NERVE). Knowledge of CN abnormalities was assessed pre- and post-simulation. Student perspectives of system usability were evaluated post-simulation. An aptitude-treatment interaction (ATI) effect was detected; at pre-test scores ≤ 50%, students in teams scored higher (83%) at post-test than did students as individuals (62%, p = 0.02). Post-simulation, students in teams reported greater confidence in their ability to diagnose CN abnormalities than did students as individuals (p = 0.02; mean rating = 4.0/5.0 and 3.4/5.0, respectively). The ATI effect allows us to begin defining best practices for the integration of VP simulators into the medical curriculum. We are persuaded to implement future NERVE exercises with small teams of medical students.

  12. Optimal learning in a virtual patient simulation of cranial nerve palsies: The interaction between social learning context and student aptitude

    Science.gov (United States)

    JOHNSON, TERESA R.; LYONS, REBECCA; CHUAH, JOON HAO; KOPPER, REGIS; LOK, BENJAMIN C.; CENDAN, JUAN C.

    2013-01-01

    Background Simulation in medical education provides students with opportunities to practice interviews, examinations, and diagnosis formulation related to complex conditions without risks to patients. Aim To examine differences between individual and team participation on learning outcomes and student perspectives through use of virtual patients (VPs) for teaching cranial nerve (CN) evaluation. Methods Fifty-seven medical students were randomly assigned to complete simulation exercises either as individuals or as members of three-person teams. Students interviewed, examined, and diagnosed VPs with possible CN damage in the Neurological Exam Rehearsal Virtual Environment (NERVE). Knowledge of CN abnormalities was assessed pre- and post-simulation. Student perspectives of system usability were evaluated post-simulation. Results An aptitude-treatment interaction (ATI) effect was detected; at pre-test scores ≤50%, students in teams scored higher (83%) at post-test than did students as individuals (62%, p = 0.02). Post-simulation, students in teams reported greater confidence in their ability to diagnose CN abnormalities than did students as individuals (p = 0.02; mean rating = 4.0/5.0 and 3.4/5.0, respectively). Conclusion The ATI effect allows us to begin defining best practices for the integration of VP simulators into the medical curriculum. We are persuaded to implement future NERVE exercises with small teams of medical students. PMID:22938679

  13. Optimizing Virtual Network Functions Placement in Virtual Data Center Infrastructure Using Machine Learning

    Science.gov (United States)

    Bolodurina, I. P.; Parfenov, D. I.

    2018-01-01

    We have elaborated a neural network model of virtual network flow identification based on the statistical properties of flows circulating in the network of the data center and characteristics that describe the content of packets transmitted through network objects. This enabled us to establish the optimal set of attributes to identify virtual network functions. We have established an algorithm for optimizing the placement of virtual data functions using the data obtained in our research. Our approach uses a hybrid method of visualization using virtual machines and containers, which enables to reduce the infrastructure load and the response time in the network of the virtual data center. The algorithmic solution is based on neural networks, which enables to scale it at any number of the network function copies.

  14. 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.

  15. 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.

  16. Learning in Educational Computer Games for Novices: The Impact of Support Provision Types on Virtual Presence, Cognitive Load, and Learning Outcomes

    Directory of Open Access Journals (Sweden)

    Claudia Schrader

    2012-06-01

    Full Text Available Embedding support devices in educational computer games has been asserted to positively affect learning outcomes. However, there is only limited direct empirical evidence on which design variations of support provision influence learning. In order to better understand the impact of support design on novices’ learning, the current study investigates how support devices and their type of provision (intrinsic vs. extrinsic determine games’ effectiveness on learning outcomes. This effectiveness is also related to how the design-type of provision influences learners’ virtual presence and cognitive load. Compared to an educational adventure game without additional support, the results indicate that the game equipped with support devices enhances learning outcomes, although no differences in cognitive load were found. A variation in the design of provision shows no effect. In order to gain a more thorough understanding of support devices and their design for games, additional learner characteristics (e.g., interest should be considered in future research.

  17. 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...

  18. 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

  19. Virtual Reality Rehabilitation from Social Cognitive and Motor Learning Theoretical Perspectives in Stroke Population

    Directory of Open Access Journals (Sweden)

    Bita Imam

    2014-01-01

    Full Text Available Objectives. To identify the virtual reality (VR interventions used for the lower extremity rehabilitation in stroke population and to explain their underlying training mechanisms using Social Cognitive (SCT and Motor Learning (MLT theoretical frameworks. Methods. Medline, Embase, Cinahl, and Cochrane databases were searched up to July 11, 2013. Randomized controlled trials that included a VR intervention for lower extremity rehabilitation in stroke population were included. The Physiotherapy Evidence Database (PEDro scale was used to assess the quality of the included studies. The underlying training mechanisms involved in each VR intervention were explained according to the principles of SCT (vicarious learning, performance accomplishment, and verbal persuasion and MLT (focus of attention, order and predictability of practice, augmented feedback, and feedback fading. Results. Eleven studies were included. PEDro scores varied from 3 to 7/10. All studies but one showed significant improvement in outcomes in favour of the VR group (P<0.05. Ten VR interventions followed the principle of performance accomplishment. All the eleven VR interventions directed subject’s attention externally, whereas nine provided training in an unpredictable and variable fashion. Conclusions. The results of this review suggest that VR applications used for lower extremity rehabilitation in stroke population predominantly mediate learning through providing a task-oriented and graduated learning under a variable and unpredictable practice.

  20. Promoting Therapists' Use of Motor Learning Strategies within Virtual Reality-Based Stroke Rehabilitation.

    Directory of Open Access Journals (Sweden)

    Danielle E Levac

    Full Text Available 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.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. Self-report and observer-rated outcome measures evaluated therapists' confidence, clinical reasoning and behaviour with respect to MLS use. A focus group captured therapists' perspectives on MLS use during VR-based therapy provision.The intervention improved self-reported confidence about MLS use as measured by confidence ratings (p <0.001. Chart-Stimulated Recall indicated a moderate level of competency in therapists' clinical reasoning about MLSs following the intervention, with no changes following additional opportunities to use VR (p = .944. On the Motor Learning Strategy Rating Instrument, no behaviour change with respect to MLS use was noted (p = 0.092. Therapists favoured the strategy of transferring skills from VR to real-life tasks over employing a more comprehensive MLS approach.The KT intervention improved therapists' confidence but did not have an effect on clinical reasoning or behaviour with regard to MLS use during VR-based therapy.

  1. Virtual reality rehabilitation from social cognitive and motor learning theoretical perspectives in stroke population.

    Science.gov (United States)

    Imam, Bita; Jarus, Tal

    2014-01-01

    Objectives. To identify the virtual reality (VR) interventions used for the lower extremity rehabilitation in stroke population and to explain their underlying training mechanisms using Social Cognitive (SCT) and Motor Learning (MLT) theoretical frameworks. Methods. Medline, Embase, Cinahl, and Cochrane databases were searched up to July 11, 2013. Randomized controlled trials that included a VR intervention for lower extremity rehabilitation in stroke population were included. The Physiotherapy Evidence Database (PEDro) scale was used to assess the quality of the included studies. The underlying training mechanisms involved in each VR intervention were explained according to the principles of SCT (vicarious learning, performance accomplishment, and verbal persuasion) and MLT (focus of attention, order and predictability of practice, augmented feedback, and feedback fading). Results. Eleven studies were included. PEDro scores varied from 3 to 7/10. All studies but one showed significant improvement in outcomes in favour of the VR group (P learning through providing a task-oriented and graduated learning under a variable and unpredictable practice.

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

    Science.gov (United States)

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

    2018-05-25

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

  3. Towards a stated position in pedagogical discourse mediated by virtual learning environments

    Directory of Open Access Journals (Sweden)

    Regina Maria Varini Mutti

    2008-01-01

    Full Text Available With a view towards a pedagogy for computer-based environments concerning distance learning and focusing on higher education, this study aimed to reveal the effects of implied meanings in the act of interpretation that idealized a synchronous and asynchronous communication tool called forchat. For discursive analysis, verbal formulations were taken from the corpus studied, which provided the themes for the sustaining principles within the dimensions of their purpose, format and use in virtual classrooms set up as learning communities. The results of the analysis highlight the uncloaking of the illusion of oneness, from the participants' immersion in the flow of the interaction, supported by another, non-capitalistic, space-time dimension for interactive exchanges. This dimension recognizes the subjects' heterogeneities and the meanings produced in the discursive order of the telematic writings.

  4. Development of a virtual lab for practical eLearning in eHealth.

    Science.gov (United States)

    Herzog, Juliane; Forjan, Mathias; Sauermann, Stefan; Mense, Alexander; Urbauer, Philipp

    2015-01-01

    In recent years an ongoing development in educational offers for professionals working in the field of eHealth has been observed. This education is increasingly offered in the form of eLearning courses. Furthermore, it can be seen that simulations are a valuable part to support the knowledge transfer. Based on the knowledge profiles defined for eHealth courses a virtual lab should be developed. For this purpose, a subset of skills and a use case is determined. After searching and evaluating appropriate simulating and testing tools six tools were chosen to implement the use case practically. Within an UML use case diagram the interaction between the tools and the user is represented. Initially tests have shown good results of the tools' feasibility. After an extensive testing phase the tools should be integrated in the eHealth eLearning courses.

  5. Formative experience mediated by virtual learning environment: science and mathematics teachers’ education in the amazon region

    Directory of Open Access Journals (Sweden)

    France Fraiha Martins

    2012-06-01

    Full Text Available This article reports results of a qualitative research, in the narrative modality. We investigated the formative experiences of teachers of Mathematics and Science through distance learning in the Amazon region, experienced in a course through the Virtual Learning Environment (VLE. We investigated under what conditions this education experience was a catalyst for teachers’ reflections on the Amazonian context of teaching science and mathematics. By using Discursive Textual Analysis some categories e merged: graduating in the Amazon region: obstacles and confrontations; AVA and Technologies: meaning (s of the education experience and the impact of the experience in the perceptions of teachers’ practices and training. The analysis of the results reveals the obstacles to the training in this context. The dynamics experienced by the use of VLE technologies and of the teachers reverberated methodological insights regarding the use of technology in teaching practices, indicating also the VLE as an alternative of (self education on the Amazon reality

  6. Farmacología, juegos y b-learning en el Campus Virtual

    OpenAIRE

    Gras Ávila, Elena; Rojo Cordero, Pablo; Ros Rodríguez, José María; Encinas Cerezo, María Teresa; Gilabert Santos, Juan Antonio

    2011-01-01

    En el marco del «Aula Virtual de Farmacología», herramienta docente creada el pasado curso en el Departamento de Toxicología y Farmacología de la Facultad de Veterinaria de la UCM como experiencia de aprendizaje mediante un sistema b-learning, se han incorporado durante el presente curso académico una colección de juegos didácticos. Los juegos que se presentan en este trabajo consisten en crucigramas, pasapalabras y aventuras gráficas, todos ellos creados por estudiantes integrantes del Aula ...

  7. Performance of machine learning methods for ligand-based virtual screening.

    Science.gov (United States)

    Plewczynski, Dariusz; Spieser, Stéphane A H; Koch, Uwe

    2009-05-01

    Computational screening of compound databases has become increasingly popular in pharmaceutical research. This review focuses on the evaluation of ligand-based virtual screening using active compounds as templates in the context of drug discovery. Ligand-based screening techniques are based on comparative molecular similarity analysis of compounds with known and unknown activity. We provide an overview of publications that have evaluated different machine learning methods, such as support vector machines, decision trees, ensemble methods such as boosting, bagging and random forests, clustering methods, neuronal networks, naïve Bayesian, data fusion methods and others.

  8. A kinect game in the VirtualSign project: training and learning with gestures

    OpenAIRE

    Escudeiro, Paula; Escudeiro, Nuno; Reis, Rosa; Baltazar, Ana Bela; Rodrigues, Pedro; Lopes, Jorge; Norberto, Marcelo; Barbosa, Maciel; Bidarra, José

    2015-01-01

    Comunicação apresentada na 7ª Conferência Internacional de Arte Digital realizada em Óbidos de 19-20 de março de 2015 This paper presents the development of a game aimed at making the process of learning sign language enjoyable and interactive, using the VirtualSign Translator. In this game the player controls a character that interacts with various objects and non-player characters with the aim of collecting several gestures from the Portuguese Sign Language. Through the connection with V...

  9. 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.

  10. Music Therapy and Avatars: Reflections on Virtual Learning Environments for Music Therapy Students

    DEFF Research Database (Denmark)

    Story, Maya

    2014-01-01

    Music therapy students have expressed concerns regarding their general preparedness for practicum and working with new populations. Simulations in the immersive virtual world, Second Life, may provide a platform to assist in training music therapy students and enhance preparedness. This project...... examined the feasibility of utilizing Second Life to assist in training music therapists. Music therapy practicum students enrolled in a music therapy equivalency program participated in weekly one hour virtual class meetings in Second Life, which included 5 sessions of music therapy simulations....... At the end of the semester, students were interviewed in relation to their experiences, and interviews were analyzed qualitatively. Common themes among students were limitations of Second Life software, student’s knowledge of software, emotional reactions (both positive and negative), and distance learning....

  11. 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.

  12. 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.

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

    Directory of Open Access Journals (Sweden)

    Wu-Yuin Hwang

    2014-09-01

    Full Text Available Recently, various computer networking courses have included additional laboratory classes in order to enhance students’ learning achievement. However, these classes need to establish a suitable laboratory where each student can connect network devices to configure and test functions within different network topologies. In this case, the Linux operating system can be used to operate network devices and the virtualization technique can include multiple OSs for supporting a significant number of students. In previous research, the virtualization application was successfully applied in a laboratory, but focused only on individual assignments. The present study extends previous research by designing the Networking Virtualization-Based Laboratory (NVBLab, which requires collaborative learning among the experimental students. The students were divided into an experimental group and a control group for the experiment. The experimental group performed their laboratory assignments using NVBLab, whereas the control group completed them on virtual machines (VMs that were installed on their personal computers. Moreover, students using NVBLab were provided with an online synchronous discussion (OSD feature that enabled them to communicate with others. The laboratory assignments were divided into two parts: Basic Labs and Advanced Labs. The results show that the experimental group significantly outperformed the control group in two Advanced Labs and the post-test after Advanced Labs. Furthermore, the experimental group’s activities were better than those of the control group based on the total average of the command count per laboratory. Finally, the findings of the interviews and questionnaires with the experimental group reveal that NVBLab was helpful during and after laboratory class.

  14. From stereoscopic recording to virtual reality headsets: Designing a new way to learn surgery.

    Science.gov (United States)

    Ros, M; Trives, J-V; Lonjon, N

    2017-03-01

    To improve surgical practice, there are several different approaches to simulation. Due to wearable technologies, recording 3D movies is now easy. The development of a virtual reality headset allows imagining a different way of watching these videos: using dedicated software to increase interactivity in a 3D immersive experience. The objective was to record 3D movies via a main surgeon's perspective, to watch files using virtual reality headsets and to validate pedagogic interest. Surgical procedures were recorded using a system combining two side-by-side cameras placed on a helmet. We added two LEDs just below the cameras to enhance luminosity. Two files were obtained in mp4 format and edited using dedicated software to create 3D movies. Files obtained were then played using a virtual reality headset. Surgeons who tried the immersive experience completed a questionnaire to evaluate the interest of this procedure for surgical learning. Twenty surgical procedures were recorded. The movies capture a scene which is extended 180° horizontally and 90° vertically. The immersive experience created by the device conveys a genuine feeling of being in the operating room and seeing the procedure first-hand through the eyes of the main surgeon. All surgeons indicated that they believe in pedagogical interest of this method. We succeeded in recording the main surgeon's point of view in 3D and watch it on a virtual reality headset. This new approach enhances the understanding of surgery; most of the surgeons appreciated its pedagogic value. This method could be an effective learning tool in the future. Copyright © 2016. Published by Elsevier Masson SAS.

  15. Effects of a Centered Virtual Teaching Environment on Learning Styles in the Academic Performance of College Students

    Directory of Open Access Journals (Sweden)

    H. Fontalvo

    2009-03-01

    Full Text Available Based on the concept of adaptive hypermedia, the webCT platform was used to design a learning virtual environment that would allow students’ interaction of different support materials with their usual styles of learning. GA Latin Square design was used to determine the role that environment and learning styles, along with intrinsic motivation, played on academic performance, navigation patterns, and number of visits to the support materials. The study showed an important difference in academic performance in favor of the Balanced group. Intrinsic motivation was the main explicative factor for the differences found beyond learning styles. The conclusion was that there are differences in the way of using the objects of learning, and that there are differentiated patterns to access the support material, depending on the students’ learning styles.

  16. Learning How to Learn

    DEFF Research Database (Denmark)

    Lauridsen, Karen M.; Lauridsen, Ole

    Ole Lauridsen, Aarhus School of Business and Social Sciences, Aarhus University, Denmark Karen M. Lauridsen, Aarhus School of Business and Social Sciences, Aarhus University, Denmark Learning Styles in Higher Education – Learning How to Learn Applying learning styles (LS) in higher education...... by Constructivist learning theory and current basic knowledge of how the brain learns. The LS concept will thus be placed in a broader learning theoretical context as a strong learning and teaching tool. Participants will be offered the opportunity to have their own LS preferences established before...... teaching leads to positive results and enhanced student learning. However, learning styles should not only be considered a didactic matter for the teacher, but also a tool for the individual students to improve their learning capabilities – not least in contexts where information is not necessarily...

  17. 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.

  18. 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.

  19. 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.

  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. Issues of Application of Machine Learning Models for Virtual and Real-Life Buildings

    Directory of Open Access Journals (Sweden)

    Young Min Kim

    2016-06-01

    Full Text Available The current Building Energy Performance Simulation (BEPS tools are based on first principles. For the correct use of BEPS tools, simulationists should have an in-depth understanding of building physics, numerical methods, control logics of building systems, etc. However, it takes significant time and effort to develop a first principles-based simulation model for existing buildings—mainly due to the laborious process of data gathering, uncertain inputs, model calibration, etc. Rather than resorting to an expert’s effort, a data-driven approach (so-called “inverse” approach has received growing attention for the simulation of existing buildings. This paper reports a cross-comparison of three popular machine learning models (Artificial Neural Network (ANN, Support Vector Machine (SVM, and Gaussian Process (GP for predicting a chiller’s energy consumption in a virtual and a real-life building. The predictions based on the three models are sufficiently accurate compared to the virtual and real measurements. This paper addresses the following issues for the successful development of machine learning models: reproducibility, selection of inputs, training period, outlying data obtained from the building energy management system (BEMS, and validation of the models. From the result of this comparative study, it was found that SVM has a disadvantage in computation time compared to ANN and GP. GP is the most sensitive to a training period among the three models.

  2. Initial validation of a virtual-reality learning environment for prostate biopsies: realism matters!

    Science.gov (United States)

    Fiard, Gaelle; Selmi, Sonia-Yuki; Promayon, Emmanuel; Vadcard, Lucile; Descotes, Jean-Luc; Troccaz, Jocelyne

    2014-04-01

    A virtual-reality learning environment dedicated to prostate biopsies was designed to overcome the limitations of current classical teaching methods. The aim of this study was to validate reliability, face, content, and construct of the simulator. The simulator is composed of (a) a laptop computer, (b) a haptic device with a stylus that mimics the ultrasound probe, (c) a clinical case database including three-dimensional (3D) ultrasound volumes and patient data, and (d) a learning environment with a set of progressive exercises including a randomized 12-core biopsy procedure. Both visual (3D biopsy mapping) and numerical (score) feedback are given to the user. The simulator evaluation was conducted in an academic urology department on 7 experts and 14 novices who each performed a virtual biopsy procedure and completed a face and content validity questionnaire. The overall realism of the biopsy procedure was rated at a median of 9/10 by nonexperts (7.1-9.8). Experts rated the usefulness of the simulator for the initial training of urologists at 8.2/10 (7.9-8.3), but reported the range of motion and force feedback as significantly less realistic than novices (P=0.01 and 0.03, respectively). Pearson r correlation coefficient between correctly placed biopsies on the right and left side of the prostate for each user was 0.79 (Prealism and scoring system used.

  3. "SMALLab": Virtual Geology Studies Using Embodied Learning with Motion, Sound, and Graphics

    Science.gov (United States)

    Johnson-Glenberg, Mina C.; Birchfield, David; Usyal, Sibel

    2009-01-01

    We present a new and innovative interface that allows the learner's body to move freely in a multimodal learning environment. The Situated Multimedia Arts Learning Laboratory ("SMALLab") uses 3D object tracking, real time graphics, and surround-sound to enhance embodied learning. Our hypothesis is that optimal learning and retention occur when…

  4. Learning to Learn.

    Science.gov (United States)

    Weiss, Helen; Weiss, Martin

    1988-01-01

    The article reviews theories of learning (e.g., stimulus-response, trial and error, operant conditioning, cognitive), considers the role of motivation, and summarizes nine research-supported rules of effective learning. Suggestions are applied to teaching learning strategies to learning-disabled students. (DB)

  5. Virtual reality training versus blended learning of laparoscopic cholecystectomy:a randomized controlled trial with laparoscopic novices

    OpenAIRE

    Nickel, Felix; Brzoska, Julia Anja; Gondan, Matthias; Rangnick, Henriette Maria; Chu, Jackson; Kenngott, Hannes Götz; Linke, Georg Richard; Kadmon, Martina; Fischer, Lars; Müller-Stich, Beat Peter

    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) trai...

  6. Technology Enhanced Learning: Virtual Realities; Concrete Results--Case Study on the Impact of TEL on Learning

    Science.gov (United States)

    Al-Khatib, Hayat

    2011-01-01

    Technology Enhanced Learning is a feature of 21st century education. Innovations in ICT have provided unbound access to information in support of the learning process (APTEL, 2010; Allert et al, 2002; Baldry et al, 2006; Frustenberg et al, 2001; Sarkis, 2010). LMS has been extensively put to use in universities and educational institutions to…

  7. A Higher Education Case: Millennial Experience toward Learning in a Virtual World Designed as an Authentic Learning Environment

    Science.gov (United States)

    Franetovic, Marija

    2012-01-01

    Current educational initiatives encourage the use of authentic learning environments to realistically prepare students for jobs in a constantly changing world. Many students of the Millennial generation may be social media savvy. However, what can be said about learning conditions and student readiness for active, reflective and collaborative…

  8. 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

  9. Gender differences in landmark learning for virtual navigation: the role of distance to a goal.

    Science.gov (United States)

    Chamizo, V D; Artigas, A A; Sansa, J; Banterla, F

    2011-09-01

    We used a new virtual program in two experiments to prepare subjects to perform the Morris water task (www.nesplora.com). The subjects were Psychology students; they were trained to locate a safe platform amidst the presence of four pinpoint landmarks spaced around the edge of the pool (i.e., two landmarks relatively near the platform and two landmarks relatively distant away from it). At the end of the training phase, we administered one test trial without the platform and recorded the amount of time that the students had spent in the platform quadrant. In Experiment 1, we conducted the test trial in the presence of one or two of the distant landmarks. When only one landmark was present during testing, performance fell to chance. However, the men outperformed the women when the two distant landmarks were both present. Experiment 2 replicated the previous results and extended it by showing that no sex differences exist when the searching process is based on the near landmarks. Both the men and the women had similarly good performances when the landmarks were present both individually and together. When present together, an addition effect was found. Far landmark tests favor configural learning processes, whereas near landmark tests favor elemental learning. Our findings suggest that other factors in addition to the use of directional cues can underlie the sex differences in the spatial learning process. Thus, we expand upon previous research in the field. Copyright © 2011 Elsevier B.V. All rights reserved.

  10. Representability of algebraic topology for biomolecules in machine learning based scoring and virtual screening.

    Science.gov (United States)

    Cang, Zixuan; Mu, Lin; Wei, Guo-Wei

    2018-01-01

    This work introduces a number of algebraic topology approaches, including multi-component persistent homology, multi-level persistent homology, and electrostatic persistence for the representation, characterization, and description of small molecules and biomolecular complexes. In contrast to the conventional persistent homology, multi-component persistent homology retains critical chemical and biological information during the topological simplification of biomolecular geometric complexity. Multi-level persistent homology enables a tailored topological description of inter- and/or intra-molecular interactions of interest. Electrostatic persistence incorporates partial charge information into topological invariants. These topological methods are paired with Wasserstein distance to characterize similarities between molecules and are further integrated with a variety of machine learning algorithms, including k-nearest neighbors, ensemble of trees, and deep convolutional neural networks, to manifest their descriptive and predictive powers for protein-ligand binding analysis and virtual screening of small molecules. Extensive numerical experiments involving 4,414 protein-ligand complexes from the PDBBind database and 128,374 ligand-target and decoy-target pairs in the DUD database are performed to test respectively the scoring power and the discriminatory power of the proposed topological learning strategies. It is demonstrated that the present topological learning outperforms other existing methods in protein-ligand binding affinity prediction and ligand-decoy discrimination.

  11. Representability of algebraic topology for biomolecules in machine learning based scoring and virtual screening

    Science.gov (United States)

    Mu, Lin

    2018-01-01

    This work introduces a number of algebraic topology approaches, including multi-component persistent homology, multi-level persistent homology, and electrostatic persistence for the representation, characterization, and description of small molecules and biomolecular complexes. In contrast to the conventional persistent homology, multi-component persistent homology retains critical chemical and biological information during the topological simplification of biomolecular geometric complexity. Multi-level persistent homology enables a tailored topological description of inter- and/or intra-molecular interactions of interest. Electrostatic persistence incorporates partial charge information into topological invariants. These topological methods are paired with Wasserstein distance to characterize similarities between molecules and are further integrated with a variety of machine learning algorithms, including k-nearest neighbors, ensemble of trees, and deep convolutional neural networks, to manifest their descriptive and predictive powers for protein-ligand binding analysis and virtual screening of small molecules. Extensive numerical experiments involving 4,414 protein-ligand complexes from the PDBBind database and 128,374 ligand-target and decoy-target pairs in the DUD database are performed to test respectively the scoring power and the discriminatory power of the proposed topological learning strategies. It is demonstrated that the present topological learning outperforms other existing methods in protein-ligand binding affinity prediction and ligand-decoy discrimination. PMID:29309403

  12. Promoting Therapists' Use of Motor Learning Strategies within Virtual Reality-Based Stroke Rehabilitation.

    Science.gov (United States)

    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

    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. 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. Self-report and observer-rated outcome measures evaluated therapists' confidence, clinical reasoning and behaviour with respect to MLS use. A focus group captured therapists' perspectives on MLS use during VR-based therapy provision. The intervention improved self-reported confidence about MLS use as measured by confidence ratings (p behaviour change with respect to MLS use was noted (p = 0.092). Therapists favoured the strategy of transferring skills from VR to real-life tasks over employing a more comprehensive MLS approach. The KT intervention improved therapists' confidence but did not have an effect on clinical reasoning or behaviour with regard to MLS use during VR-based therapy.

  13. GE3D: A Virtual Campus for Technology-Enhanced Distance Learning

    Directory of Open Access Journals (Sweden)

    Jean Grieu

    2010-09-01

    Full Text Available A lot of learning systems platforms are used all over the world. But these conventional E-learning platforms aim at students who are used to work on their own. Our students are young (19 years old – 22 years old, and in their first year at the university. Following extensive interviews with our students, we have designed GE3D, an E-learning platform, according to their expectations and our criteria. In this paper, we describe the students’ demands, resulting from the interviews. Then, we describe our virtual campus. Even if our platform uses some elements coming from the 3D games world, it is always a pedagogical tool. Using this technology, we developed a 3D representation of the real world. GE3D is a multi-users tool, with a synchronous technology, an intuitive interface for end-users and an embedded Intelligent Tutoring System to support learners. We also describe the process of a lecture on the Programmable Logic Controllers (PLC’s in this new universe.

  14. Evaluating a virtual learning environment in the context of its community of practice

    Directory of Open Access Journals (Sweden)

    Rachel Ellaway

    2006-12-01

    Full Text Available The evaluation of virtual learning environments (VLEs and similar applications has, to date, largely consisted of checklists of system features, phenomenological studies or measures of specific forms of educational efficacy. Although these approaches offer some value, they are unable to capture the complex and holistic nature of a group of individuals using a common system to support the wide range of activities that make up a course or programme of study over time. This paper employs Wenger's theories of ‘communities of practice' to provide a formal structure for looking at how a VLE supports a pre-existing course community. Wenger proposes a Learning Architecture Framework for a learning community of practice, which the authors have taken to provide an evaluation framework. This approach is complementary to both the holistic and complex natures of course environments, in that particular VLE affordances are less important than the activities of the course community in respect of the system. Thus, the VLE's efficacy in its context of use is the prime area of investigation rather than a reductionist analysis of its tools and components. An example of this approach in use is presented, evaluating the VLE that supports the undergraduate medical course at the University of Edinburgh. The paper provides a theoretical grounding, derives an evaluation instrument, analyses the efficacy and validity of the instrument in practice and draws conclusions as to how and where it may best be used.

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

    Science.gov (United States)

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

    2014-12-01

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

  16. 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.

  17. Virtual Classrooms in Brazil: teachers' difficulties and anxieties towards technology in language learning

    Directory of Open Access Journals (Sweden)

    Andréa Machado de Almeida Mattos

    2003-01-01

    Full Text Available Many researchers, nowadays, have been enthusiastic in promoting the advantages of introducing technology in the language classroom, but few have been worried with the problems and anxieties that result from changes in a long-lasting culture such as the culture of language learning. This paper aims at discussing the problems faced by teachers who have been working with technology in their language classrooms. The research design was based on theoretical and empirical studies both in the areas of Computer Assisted Language Learning and Teacher Development. The main objective of this paper is, thus, to achieve a global understanding of the teachers' anxieties in relation to the virtual environment of language learning. Data was gathered through interviews with the teachers, leading to a qualitative analysis of the findings.Atualmente, muitos pesquisadores têm promovido entusiasticamente as vantagens de se introduzir tecnologia na sala de aula de língua estrangeira (LE, mas poucos têm-se preocupado com os problemas e as ansiedades que resultam de mudanças numa cultura tão antiga quanto a da sala de aula de LE. Este trabalho visa a discutir os problemas enfrentados por professores que trabalham com tecnologia em suas salas de aula de língua. A pesquisa foi baseada em estudos teóricos e empíricos tanto na área de ensino mediado por computador quanto no campo de desenvolvimento de professores. O objetivo principal deste trabalho é, assim, obter um entendimento global das ansiedades do professor em relação ao ambiente virtual de aprendizagem de língua. Os dados foram coletados mediante entrevistas com os professores informantes, levando a uma análise qualitativa dos resultados.

  18. 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

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

    Science.gov (United States)

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

    2016-03-01

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

  20. Declarative virtual water maze learning and emotional fear conditioning in primary insomnia.

    Science.gov (United States)

    Kuhn, Marion; Hertenstein, Elisabeth; Feige, Bernd; Landmann, Nina; Spiegelhalder, Kai; Baglioni, Chiara; Hemmerling, Johanna; Durand, Diana; Frase, Lukas; Klöppel, Stefan; Riemann, Dieter; Nissen, Christoph

    2018-05-02

    Healthy sleep restores the brain's ability to adapt to novel input through memory formation based on activity-dependent refinements of the strength of neural transmission across synapses (synaptic plasticity). In line with this framework, patients with primary insomnia often report subjective memory impairment. However, investigations of memory performance did not produce conclusive results. The aim of this study was to further investigate memory performance in patients with primary insomnia in comparison to healthy controls, using two well-characterized learning tasks, a declarative virtual water maze task and emotional fear conditioning. Twenty patients with primary insomnia according to DSM-IV criteria (17 females, three males, 43.5 ± 13.0 years) and 20 good sleeper controls (17 females, three males, 41.7 ± 12.8 years) were investigated in a parallel-group study. All participants completed a hippocampus-dependent virtual Morris water maze task and amygdala-dependent classical fear conditioning. Patients with insomnia showed significantly delayed memory acquisition in the virtual water maze task, but no significant difference in fear acquisition compared with controls. These findings are consistent with the notion that memory processes that emerge from synaptic refinements in a hippocampal-neocortical network are particularly sensitive to chronic disruptions of sleep, while those in a basic emotional amygdala-dependent network may be more resilient. © 2018 European Sleep Research Society.