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Online three‐dimensional (3D) virtual worlds are emerging technologies that offer unique learning opportunities for traditional and distributed education. One of the more popular 3D virtual worlds, Active Worlds, is currently being used as a medium for synchronous and asynchronous distance learning. This investigation presents two exploratory case studies of different, but exemplary educational activities using Active Worlds for formal and informal education. The focus of each case study is to investigate how Active Worlds is being used for distance learning and to determine the type of learning experiences afforded by this 3D virtual environment. Whilst more research is necessary to explore fully the potential of 3D virtual worlds for learning, this initial investigation illustrates how Active Worlds affords opportunities for experiential learning and situated learning within a collaboration learning environment.  相似文献   

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从Sloodle看三维虚拟学习环境的发展趋势   总被引:2,自引:0,他引:2  
当前教育领域涌现了很多使用基于网络的多用户虚拟环境进行教学的实例,如Active Worlds、Second Life、Wonderland等,这些平台有很好的三维模拟环境,在教学中使用得越来越广泛,但缺乏学习过程记录与支持的功能,有必要将其与现有的教学系统尤其是基于Web的虚拟学习系统整合起来。本文首先简要回顾了教育领域中三维虚拟学习环境的研究现状,然后介绍了当前国际上流行的一个开源三维虚拟学习环境——Sloodle。通过介绍Sloodle中的Web-Intercom、MetaGloss、Choicer、Translator等工具,讨论了使用这种三维虚拟环境与Web技术整合给学习系统带来的挑战和潜力。最后,总结并探讨了三维虚拟学习环境的发展趋势。  相似文献   

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Current trends in the field of distance education indicate a shift in pedagogical perspectives and theoretical frameworks, with student interaction at the heart of learner‐centered constructivist environments. The purpose of this article is to explore the benefits of using emerging technology tools such as wikis, blogs, and podcasts to foster student interaction in online learning. It also reviews social software applications such as Writeboard?, InstaColl?, and Imeem?. Although emerging technologies offer a vast range of opportunities for promoting collaboration in both synchronous and asynchronous learning environments, distance education programs around the globe face challenges that may limit or deter implementation of these technologies. This article probes the influence of technology on theory and the possible implications this influence affords.  相似文献   

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The purpose of this study is to address the pragmatics of integrating virtual worlds for teaching and learning for K-12 education. Specifically this qualitative investigation focuses on a reflective dialogue gathered from a group of K-12 (primary and secondary school) educators about their experiences using both Active Worlds Educational Universe and Second Life. Reflections consist of both their experiences as (a) a learner within both applications, (b) developing instructional content in both applications, and (c) perceptions of value of each application for teaching and learning. The goal of this research is to investigate how K-12 teachers’ perceptions of virtual worlds may impact the integration of new tools for teaching and learning.  相似文献   

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网上3D虚拟世界能够充分挖掘计算机和通讯技术的技术潜能,适应新的学习理论的要求。本文对具有代表性的网上3D虚拟世界教育软件AWEDU的特点和功能进行了分析,并结合教育案例分析了其在教育中的应用价值,最后指出我国的教育技术工作者也需要研究网上3D虚拟世界及其在教育中的应用。  相似文献   

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Over the last years there has been a growing use of 3D virtual environments for educational purposes. Many studies advocate the integration of these environments in the daily teaching practice of various subjects. This requires innovative design in order create the appropriate affective/ pedagogical conditions as well as the development and use of well-structured activities in order to achieve effective collaborative learning. This paper presents an exploratory study in which collaborative learning strategies and cognitive apprenticeship models act as the pedagogical framework to facilitate learning and collaboration. The context is the teaching of mathematics in primary education via a 3D virtual environment. Specifically, we focus on evaluating students’ engagement (behavioral, affective and cognitive) in the collaborative learning process as they learn fractional concepts in a meaningful way. The findings show that a 3D virtual environment can support collaborative learning in primary school through its ability to enhance students’ engagement (behavioral, affective and cognitive) in the collaborative learning process.  相似文献   

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分布学习的教学技术   总被引:1,自引:0,他引:1  
远程通信工具加上人工智能和虚拟真实技术正在使得传统的远程教育转变为一种新的教学范例,称为分布学习。分布学习源于对分布认知科学进行的研究。该文首先简要阐述了分布学习的若干概念,之后着重对构成分布学习作为新教育方式而出现的4种新的教学技术:知识网络、虚拟共同体(社会)、综合性环境和“感官沉浸”分别作了详细探讨,结语对分布学习存在的物质条件和认知理念等作了小结。  相似文献   

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Science learning in virtual environments: a descriptive study   总被引:3,自引:0,他引:3  
Usually, students learn more if the method of instruction matches their learning style. Since Physics and Chemistry deal with three–dimensional (3–D) objects, the ability to visualize and mentally manipulate shapes is very helpful in their learning. In fact, much of what Physics and Chemistry students know takes the form of images. However, little attention has been given to the pedagogical effectiveness of visual stimuli in those disciplines. Computers are being increasingly used as teaching tools. The new approaches include simulations, multimedia presentations and, more recently, virtual environments. Computer–based worlds are useful to visualize physical and chemical processes allowing for better conceptual understanding. Since 3–D virtual environments need to be explored and evaluated in science education, we have created a virtual environment ( Virtual Water ) for studying phases of matter, phase transitions and atomic orbitals at the final year of high school and first year of university levels. Based on that work, we discuss the implications of visual learning in designing strategies to cater for differences in learning modes. Our study indicates that 3–D virtual environments may help students with high spatial aptitude to acquire better conceptual understandings. However, only some parameters (interactivity, navigation and 3–D perception) have shown to be relevant and only for some topics. On the other hand, stereoscopic visualizations do not seem to be relevant, with the exception of crystalline structures.  相似文献   

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This paper outlines early investigations and initial outcomes of The Vertex Project, a school‐based action research project currently underway at Middlesex University. The project aims to explore the potential of Shared 3D Virtual Environments as creative learning tools for children, and looks into the challenges facing their practical integration into the primary classroom. Working in partnership with three primary schools, the project sets out to investigate the teaching and learning possibilities offered by Internet based 3D virtual environments, placing particular emphasis on the opportunities provided by the active participation of children in the design and construction of their own virtual worlds, and in the creation of avatars with which to represent themselves within these spaces.  相似文献   

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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 into the IVW, providing insight into the pedagogical affordances of each environment. Voluntary classes, which were held each week over the 12-week module, were designed to provide deeper understanding of ethical theory and how it informs professional healthcare practice. Virtual classes included problem-based learning, flipped lectures, and role play. Following the introduction of the virtual classes, the module failure rate was less than 5%, compared with ~11% in the previous two cohorts. However, the introduction of any new technology presents challenges to both staff and students; therefore, the barriers to using virtual worlds are also explored.  相似文献   

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随着高性能的信息处理和通信技术的发展,国家信息基础设施逐步完善,基于互联网的虚拟文化环境也不断发展,融入建构主义理论的分布式虚拟学习社区为人们提供了更好的情境化学习环境,而参与者在这种环境中获取和传送信息的兴趣和动机直接决定了学习者在分布式虚拟学习社区中的学习效果。因此,如何有效利用动机设计模型设计与激励学习动机就显得十分重要。本文在系统的ARCS动机设计模型基础上探讨了分布式虚拟学习社区中学习动机的设计过程,构建了分布式虚拟学习社区中ARCS的应用模型,提出了基于模型的动机激励和维持策略,以期为分布式虚拟学习社区中教与学的有效开展提供支持。  相似文献   

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This paper presents an analysis of how affordances of ICT‐rich environments identified from a recent review of the research literature can support students in learning science in schools within a proposed framework for pedagogical practice in science education. Furthermore other pedagogical and curriculum innovations in science education (promoting cognitive change, formative assessment and lifelong learning) are examined to see how they may be supported and enhanced by affordances of ICT‐rich environments. The affordances that I have identified support learning through four main effects: promoting cognitive acceleration; enabling a wider range of experience so that students can relate science to their own and other real‐world experiences; increasing students' self‐management; and facilitating data collection and presentation. ICT‐rich environments already provide a range of affordances that have been shown to enable learning of science but integrating these affordances with other pedagogical innovations provides even greater potential for enhancement of students' learning.  相似文献   

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The contemporary era provides several challenges which extend from the reconstitution of an innovative knowledge domain and curricula to candidate learning platforms that support online course delivery methods. Educators and scholars on these demands have recently started to rethink alternative ways for the assimilation of the experiential knowledge in three-dimensional (3D) technologically advanced environments, like 3D multi-user virtual worlds. In spite the widespread dissemination and proliferation of novel educational implications by utilizing 3D multi-user virtual worlds combined with the 2D interface of LMS (Learning Management Systems) and the assessment of the effectiveness based on the online course delivery method in a long-term usability is still absent from the international academic literature. This study presents interoperability issues focused on the utilization of the virtual world Open Simulator (Open Sim) in conjunction with Sloodle (Simulation Linked Object Oriented Dynamic Learning Environment) as a free plug-in module. The evaluation of this online learning process according to an empirical research method became possible with the assistance of ninety-five (95) students by two different academic sectors that participated in this project and measured the capabilities and instructional affordances of this platform. The evaluation process was focused on four multi-dimensional parameters (psychological-pedagogical, technical-operational, organizational-financial, and socio-cultural). The study findings based on students’ experiences revealed that both platforms could be sufficiently connected as a unique platform which can increase the users’ learning abilities. This “hybrid” platform can adequately convert the ordinary multi-user virtual world of Open Sim and Sloodle in a common “incubator” of knowledge for online courses at university level. At the end, the instructional affordances and implications for future-driven directions are also discussed.  相似文献   

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Abstract

This article reviews research on pedagogies associated with the use of information and communications technology (ICT) in primary and secondary schools. We propose a framework for examining pedagogical practices based on an analysis of the nature of pedagogy as revealed in the literature. In the light of this framework we discuss empirical evidence of the use of different types of ICT in different subjects and phases of education. We identify pedagogical issues associated with ICT use and their implications for teachers' pedagogical reasoning and practices. The evidence suggests that new affordances provided by ICT-based learning environments require teachers to undertake more complex pedagogical reasoning than before in their planning and teaching that incorporates knowledge of specific affordances and how these relate to their subject-based teaching objectives as well as the knowledge they have always needed to plan for their students' learning. In addition the research shows that teachers' beliefs about the value of ICT for learning and the nature of successful learning environments are important in teachers' pedagogical reasoning  相似文献   

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As technologies continue to develop and evolve, it is imperative that instructional technologists, learning scientists, and educators involved with examining learning affordances of emerging technologies investigate the potential of innovative environments to promote and facilitate learning. This paper, as such, will describe a newly developed immersive, mixed-reality learning environment at Virginia Tech. The Mirror Worlds project, a cutting edge mixed-reality virtual world will be described in terms of the potential for this type of environment to engage participants in authentically situated social and embodied learning activities.  相似文献   

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This article proposes the use of virtual realities (VR) in environmental education. It also presents the first results of an application to the phenomenon of eutrophication in lakes. Although our virtual environments are not immersive, they give the opportunity to students and educators to develop their own worlds and understand the population dynamics in a lake. The learning environment can be manipulated and controlled in a powerful way, enhancing students experiences leading to knowledge construction, and sensitizing students to current environmental problems. Our pedagogical approach is to build a theoretical model for virtual learning environments, expanding constructivism and combining it with experiential learning. Our operational and practical approach is to exploit the characteristics of desktop VR systems in virtual learning environments  相似文献   

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Using the example of an undergraduate unit of study that is taught both on-campus and externally, but uses Internet-based learning in both cases, we explore how social media might be used effectively in higher education. We place into question the assumption that such technologies necessarily engage students in constructivist learning; we argue that the affordances of social media must be complemented by social affordances, designed into the learning experience, which thereby generate the necessary connection between students’ motivations to study and their motivations to exploit social media. We demonstrate, via the example given, how assessment structures and strategies are the most effective focus when attempting to create the pedagogical affordances that might lead to collaborative learning.  相似文献   

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In the last decade, we have seen the emergence of virtual learning environments. Initially, these environments were a little more than document repositories that tutor used unicast to the students. Informed in part by social constructivist theories of education, later environments included capabilities for tutor–student and student–student, synchronous and asynchronous communication. The initial research of this paper reports the typical low usage of these capabilities. The main research attempted to ameliorate this problem by the provision of tools to promote a sense of social awareness as self‐presence and copresence, and evaluation techniques to analyse e‐learners' interactions. Data was obtained from prepost questionnaires, log files and social network analysis which augmented the data provided by the tools embedded in Moodle. The results indicate the importance of social awareness in effective e‐learning; the quality of active participation can be increased by the use of associated tools. The e‐tutor's role is still pivotal to facilitate and to support such engagement towards collaborative learning. Implications for future research suggest that social awareness tools and evaluation techniques can create awareness cues in an interface with a potential impact on learning.  相似文献   

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