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Experiences of Collaborating and Learning through Collab3DWorld Martha KAMVISI a , Styliani KLEANTHOUS a , and Louis NISIOTIS b,1 a Open University of Cyprus, Cyprus b Sheffield Hallam University, UK 1 Presenter Immersive Learning Research Network Conference 13-14 July, 2015, Prague, CZ

Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

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Page 1: Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

Experiences of Collaborating and Learning through Collab3DWorld

Martha KAMVISIa , Styliani KLEANTHOUSa, and Louis NISIOTISb,1

aOpen University of Cyprus, Cyprus bSheffield Hallam University, UK

1 Presenter

Immersive Learning Research Network Conference13-14 July, 2015, Prague, CZ

Page 2: Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

Background

“Synchronous, persistent network of people, represented as avatars, facilitated by networked computers” [1: 1]

3D navigational spaces, meeting points Multimedia presentation techniques Synchronous interaction and communication between users and objects Advanced graphics Real time interaction between users and objects Immersion (the feeling of being there) Awareness and co-existence Socialization

Page 3: Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

Learning Enhancements

Traditional Distance Learning Environments: “Cold and Impersonal” “Insufficient for optimal learning” “Flat, asynchronous, with limited interaction and dynamism”

(Johnson et al., 2011)

Virtual Worlds Synchronous collaboration, communication, support and

feedback Immersion and co-presence the use of Avatar Interactivity and richer visual experiences Enhanced multimedia presentation tools/techniques

Page 4: Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

Research Questions

How the students of a conventional university perceive the: Lecturing experience? The collaborative work through a 3D virtual world? Written communication?

Collab3DWorld has been developed

Page 5: Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

Collab3DWorld Orientation Room

Reception area Information Register for attendance

Lecture Room

Collaborative Rooms

Deck Area

Page 6: Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

Collab3DWorld

Page 7: Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

Collab3DWorld

Page 8: Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

Method 22 HCI students (13 males, 9 females, aged 20-25)

Instructions and environment demonstration in physical classroom

Two sessions were conducted. Digital Paper Prototype Activity Virtual Lecture

Pre and Post experiment Survey Pre Experiment

Experience with 3D virtual worlds. Post Experiment (extracted from [8-10])

Collaborative activity Lecture experience in the 3D environment Communication Environment Evaluation Google Drawing Tool Evaluation

Page 9: Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

Digital Paper Prototype Activity

Students formed small groups (3-4 students)

Booked a 90 minute slot in a collaborative room

The rooms were equipped with Google Drawing tool

Students developed a digital paper prototype (Part of the overall assessment)

Chat log was recorded

Page 10: Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

Virtual Lecture 90 minutes lecture

Replaced the conventional lecture session. User modelling, adaptation, personalization.

Took place synchronously through the lecture room.

Students were remotely located.

Page 11: Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

Results and Discussion K&S Normality test was passed

Lecture experience (M=3.7, SD=0.7) The lecture exercises could be successfully carried out. Comfortable, easy to follow and participate. Relaxing, engaging and less intimidating. Positive attitude towards the adoption of this technology.

Collaboration (M=4.1, SD=0.7) Very satisfactory and the activity as pleasant and interesting. Important to conduct activities any time of the day.

Previous experience with VW does not influences how students perceived collaboration (r=.12, p=.61) and lecturing (r=.173, p=.44)

Communication has been positively evaluated (M=4, SD=0.9)

Environment design (M=4.1, SD=0.7) and Google Drawings tool (M=3.7, SD=1.3) are positively evaluated.

Instruments reliability was tested and confirmed.

Page 12: Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

Limitations and Future Work Limitations

Environment Limitations Resource hungry SL autoupdates Learning curve

Study Limitations Small sample Short experimental sessions

Future Work Longer evaluation experiments Investigation of learning efficiency Additional tools evaluation

Page 13: Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

Conclusions Reporting an initial experience of how students perceive

collaboration and learning through 3D environments.

VWs are very promising in supporting collaborative online activities.

Efficacy to support synchronous distance learning activities.

Effective communication and collaboration.

Can enrich and make learning more interesting and engaging.

Seems appropriate to assist in-class learning and teaching.

Page 14: Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

References[1] M. Bell, Toward a Definition of “Virtual Worlds”, Journal of Virtual Worlds Research. 1(1), (2008).

[2] S. De Freitas, G. Rebolledo-Mendez, F. Liarokapis, G. Magoulas, A. Poulovassilis, Learning as Immersive Experiences: Using the Four Dimensional Framework for Designing and Evaluating Immersive Learning Experiences in a Virtual World, British Journal of Educational Technology. 41(1),2010), 69-85.

[3] P. Cronin, An Exploratory Case Study in the Use of Multi-User Virtual Environments to Support and Enhance a Community of Practice, Master of Science in Technology & Learning, University of Dublin, (2011).

[4] P. Kallonis, D. Sampson. Implementing a 3d Virtual Classroom Simulation for Teachers’ Continuing Professional Development. in Proceedings of the 18th International Conference on Computers in Education. 2010. Putrajaya, Malaysia.

[5] I. Duncan, A. Miller, S. Jiang, A Taxonomy of Virtual Worlds Usage in Education, British Journal of Educational Technology. 43(6), (2012), 949-964.

[6] D. Antonacci, N. Modaress, Envisioning the Educational Possibilities of User-Created Virtual Worlds, Association for the Advancement of Computing In Education Journal. 16(2), (2008), 115-126.

[7] A. De Lucia, R. Francese, I. Passero, G. Tortora, Development and Evaluation of a Virtual Campus on Second Life: The Case of Seconddmi, Computers & Education. 52(1), (2009), 220-233.

[8]. Vrellis, N.M. Papachristos, J. Bellou, N. Avouris, T.A. Mikropoulos. Designing a Collaborative Learning Activity in Second Life-an Exploratory Study in Physics. in The 10th International Conference on Advanced Learning Technologies. (2010). IEEE.

[9] T. Zarraonandia, R. Francese, I. Passero, I. Aedo, G. Tortora, P. Diaz. Seminars in Second Life: Teacher and Student Views. in The 17th International Conference on Distributed Multimedia Systems 2011.

[10] Y. Wang, J. Braman, Extending the Classroom through Second Life, Journal of Information Systems Education. 20(2), (2009), 235.

Page 15: Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Short Paper Presentation)

Thank You!

Project Website: http://collab3dworld.com/

Contact: Martha KAMVISI

[email protected] Styliani KLEANTHOUS

[email protected] Louis NISIOTIS

[email protected]