Designing for Immersive Worlds:Enhancing Experience toAccelerate LearningNiki Lambropoulos Diploma, MA, PhDHuman Computer ...
Agenda•   Accelerate Learning (research so far)•   ITIN Example: Innovation Management•   User eXperience (UX)•   Learning...
Accelerate Learning                                   Students’ Hidden Potential(Lambropoulos et al, 2011)                ...
Accelerate Learning by REPSE1. R stands for Reaching/Repeating2. E stands for Engagement3. P stands for Purposefulness4. S...
Example: Innovation                 Management at ITIN• Onsite Learning and Evaluation• Learning Management System (Moodle...
In the class… and                    www.immersive-worlds.com
Moodle LMS… and                  www.immersive-worlds.com
Second Life.               www.immersive-worlds.com
Project-Based Learning•   Team-based activities promote the innovation cycle in practice•   Students’ co-Creativity: idea ...
Activities &    CollaborativeLearning Convergence
CSCL Scripts• Macro-scripts: Pedagogical Models e.g. Collaborative Learning, Daily tasks• Micro-scripts: Dialogical models...
Students’ Evaluation                  www.immersive-worlds.com
eLearning            www.immersive-worlds.com
www.immersive-worlds.com
www.immersive-worlds.com
www.immersive-worlds.com
www.immersive-worlds.com
User Total eXperience (UX)• ISO: User eXperience (UX) is  – a persons perceptions  – responses  – resulting from     • use...
Learning eXperience (LX)                  www.immersive-worlds.com
Breath Taking eXperience                 www.immersive-worlds.com
Breath Taking eXperience                 www.immersive-worlds.com
What is common in                 Breath Taking eXperience?                    Purpose                Presence            ...
Immersive Worlds• Purpose• Powerful Presence• Zone of Proximal Flow (ZPF)• Connectedness• Engagement in Compelling &  Memo...
HOW?       www.immersive-worlds.com
Purpose – Common Purpose               www.immersive-worlds.com
Presence – Co-Presence• Intimacy (closeness) as the interpretation of the  degree of interpersonal interactions (Argyle & ...
Zone of Proximal FlowExtract of Figure from Repenning,A. "Programming Goes to School",B. CACM, 55, 5, May, 2012.          ...
Engagement             www.immersive-worlds.com
Engagement Factors1. Perception via the senses2. Action via the body/kinaesthetic – physical body   functions3. Emotion vi...
Group ConnectednessConverge1. Direction / Motivation / Activation2. Knowledge / Understanding / Meaning3. Skills / Compete...
User/Learner Experience (U/LX+)• Make learning interesting & fun• Engage the learner   –   Have a clear & focused purpose ...
Subjective U/LX+• Etc:   –   Organisational targets   –   Initial learning targets   –   Learning and teaching styles   – ...
PROBLEM• Online environments suffer from reduced  capacity to transmit such cues    Problem                               ...
Immersive Worlds                   www.immersive-worlds.com
Avatars e.g. Second Life                  www.immersive-worlds.com
IW Team @Second Life                www.immersive-worlds.com
Focus on one Engagement Factor1. Perception via the senses2. Action via the body/kinaesthetic – physical body   functions3...
Example: Affective HapticsStudy and design of devices and systems to elicit,enhance, or influence the emotional state of a...
Example: Social Robots• Autonomous robots that interacts and actively  and emotionally communicates with humans or  other ...
Example: Embodied Cognition• Cognition is embodied when it is deeply  dependent upon features of the physical body  of an ...
Example: Kinect• An action motion sensing input device based  around a webcam-style add-on peripheral (e.g.  for the Xbox ...
Kinect Yoga              www.immersive-worlds.com
Example: Augmented realityA live, direct or indirect, view of a physical, real-world environment whose elements areaugment...
Example: Adaptive Systems                www.immersive-worlds.com
Adaptive Learning SystemsUse of computers to deliver material andinformation in a way that responds to eachindividual’s pe...
Engagement Factors1. Perception via the senses2. Action via the body/kinaesthetic – physical body   functions3. Emotion vi...
SummaryUser/Learner eXperience+ (U/LX+)   Purpose     Presence & Co-presence     Zone of Proximal Flow (ZPD)     Conne...
GRAZIE TANTO!!Niki Lambropoulos IW Team
Designing for Immersive Worlds: Enhancing Experience to Accelerate Learning
Upcoming SlideShare
Loading in …5
×

Designing for Immersive Worlds: Enhancing Experience to Accelerate Learning

1,506 views

Published on

Designing for Immersive Worlds: Enhancing Experience to Accelerate Learning

Presentation at the Univerisity of Calabria organised by Rocco Servidio 25-06-2012

Published in: Technology, Education

Designing for Immersive Worlds: Enhancing Experience to Accelerate Learning

  1. 1. Designing for Immersive Worlds:Enhancing Experience toAccelerate LearningNiki Lambropoulos Diploma, MA, PhDHuman Computer Interaction Education Expertniki@lambropoulos.org IW Team LANETO GroupUniversity of Calabria, 25 June 2012 – Seminar Organised by Rocco Servidio www.immersive-worlds.com
  2. 2. Agenda• Accelerate Learning (research so far)• ITIN Example: Innovation Management• User eXperience (UX)• Learning eXperience LX)• User/Learner eXperience+ (U/LX+) – Learners’ Engagement for Connectedness• Immersive Worlds• Summary www.immersive-worlds.com
  3. 3. Accelerate Learning Students’ Hidden Potential(Lambropoulos et al, 2011) www.immersive-worlds.com
  4. 4. Accelerate Learning by REPSE1. R stands for Reaching/Repeating2. E stands for Engagement3. P stands for Purposefulness4. S stands for Strong, Direct, Immediate Feedback5. E stands for Student’s Experience(Lambropoulos et al, 2011) www.immersive-worlds.com
  5. 5. Example: Innovation Management at ITIN• Onsite Learning and Evaluation• Learning Management System (Moodle) – Educational material – Structured discussions for higher order thinking• 3D Immersive Worlds (Second Life) – Building students’ teams at the beginning of the course – Present and evaluate at the end of the course www.immersive-worlds.com
  6. 6. In the class… and www.immersive-worlds.com
  7. 7. Moodle LMS… and www.immersive-worlds.com
  8. 8. Second Life. www.immersive-worlds.com
  9. 9. Project-Based Learning• Team-based activities promote the innovation cycle in practice• Students’ co-Creativity: idea generation and implementation in actual project proposals for real funding opportunities• Objectives, daily activities and tasks are macro- and micro- scripted to promote students’ improvisation• E-tutor orchestrates the learning activities• The transactive time and cost is reduced to minimum• Interface support of scripting• Student evaluation – Critical thinking levels (15%, 3 marks) • 4 Participation Levels: Null, Low, Medium, High (15%, 3 marks) – Real life team project (30%, 6 marks) – Online individual questionnaire (40%, 8 marks) www.immersive-worlds.com
  10. 10. Activities & CollaborativeLearning Convergence
  11. 11. CSCL Scripts• Macro-scripts: Pedagogical Models e.g. Collaborative Learning, Daily tasks• Micro-scripts: Dialogical models, also translated into tools• Content: Educational material, team building and roles definition, activities, tasks distribution, relationships and coherence of educational orchestration for convergence e.t.c. www.immersive-worlds.com
  12. 12. Students’ Evaluation www.immersive-worlds.com
  13. 13. eLearning www.immersive-worlds.com
  14. 14. www.immersive-worlds.com
  15. 15. www.immersive-worlds.com
  16. 16. www.immersive-worlds.com
  17. 17. www.immersive-worlds.com
  18. 18. User Total eXperience (UX)• ISO: User eXperience (UX) is – a persons perceptions – responses – resulting from • use and/or • anticipated use of a product, system or service• UX is subjective• UX focuses on the use www.immersive-worlds.com
  19. 19. Learning eXperience (LX) www.immersive-worlds.com
  20. 20. Breath Taking eXperience www.immersive-worlds.com
  21. 21. Breath Taking eXperience www.immersive-worlds.com
  22. 22. What is common in Breath Taking eXperience? Purpose Presence Engagement ConnectednessProximal Flow www.immersive-worlds.com
  23. 23. Immersive Worlds• Purpose• Powerful Presence• Zone of Proximal Flow (ZPF)• Connectedness• Engagement in Compelling & Memorable Activities www.immersive-worlds.com
  24. 24. HOW? www.immersive-worlds.com
  25. 25. Purpose – Common Purpose www.immersive-worlds.com
  26. 26. Presence – Co-Presence• Intimacy (closeness) as the interpretation of the degree of interpersonal interactions (Argyle & Dean, 1965)• Immediacy (directedness) as psychological distance (Wiener & Mehrabian, 1968)• The degree of salience (stands out) of the other person in a mediated communication and the consequent salience of their interpersonal interactions (Short and colleagues, 1976:65)• The degree by which a person was perceived as real in an online conversation (Meyer, 2002) www.immersive-worlds.com
  27. 27. Zone of Proximal FlowExtract of Figure from Repenning,A. "Programming Goes to School",B. CACM, 55, 5, May, 2012. www.immersive-worlds.com
  28. 28. Engagement www.immersive-worlds.com
  29. 29. Engagement Factors1. Perception via the senses2. Action via the body/kinaesthetic – physical body functions3. Emotion via the heart – emotional & instinctual nature functions4. Cognition via the mind – rational consciousness functions5. Co-creativity via imagination & intuition – higher consciousness thinking functions6. Combinations of the above www.immersive-worlds.com
  30. 30. Group ConnectednessConverge1. Direction / Motivation / Activation2. Knowledge / Understanding / Meaning3. Skills / Competencies4. Flow / Activities5. Trust / Belonging6. Learning / Sharing / Co-creation7. Consciousness / Inter-Connectedness www.immersive-worlds.com
  31. 31. User/Learner Experience (U/LX+)• Make learning interesting & fun• Engage the learner – Have a clear & focused purpose – Be present – Be in a state of constant flow – Connect with each other• Design: Understanding Users as Learners – Usability – Pedagogical usability – Mental & conceptual models – Joy, enthusiasm, humour – Other psychological factors www.immersive-worlds.com
  32. 32. Subjective U/LX+• Etc: – Organisational targets – Initial learning targets – Learning and teaching styles – Micro- Macro- Scripts – Appropriate pedagogical design – Specific group of learners – Courses design – Tools – ….. www.immersive-worlds.com
  33. 33. PROBLEM• Online environments suffer from reduced capacity to transmit such cues Problem www.immersive-worlds.com
  34. 34. Immersive Worlds www.immersive-worlds.com
  35. 35. Avatars e.g. Second Life www.immersive-worlds.com
  36. 36. IW Team @Second Life www.immersive-worlds.com
  37. 37. Focus on one Engagement Factor1. Perception via the senses2. Action via the body/kinaesthetic – physical body functions3. Emotion via the heart – emotional & instinctual nature functions4. Cognition via the mind – rational consciousness functions5. Co-creativity via imagination & intuition – higher consciousness thinking functions6. Combinations of the above www.immersive-worlds.com
  38. 38. Example: Affective HapticsStudy and design of devices and systems to elicit,enhance, or influence the emotional state of ahuman by means of sense of touch. www.immersive-worlds.com
  39. 39. Example: Social Robots• Autonomous robots that interacts and actively and emotionally communicates with humans or other autonomous physical agents by following social behaviours and rules attached to its role. www.immersive-worlds.com
  40. 40. Example: Embodied Cognition• Cognition is embodied when it is deeply dependent upon features of the physical body of an agent www.immersive-worlds.com
  41. 41. Example: Kinect• An action motion sensing input device based around a webcam-style add-on peripheral (e.g. for the Xbox 360 console) that enables users to control and interact with the device without the need to touch a game controller, through a natural user interface using gestures and spoken commands. www.immersive-worlds.com
  42. 42. Kinect Yoga www.immersive-worlds.com
  43. 43. Example: Augmented realityA live, direct or indirect, view of a physical, real-world environment whose elements areaugmented by computer-generated sensory input. www.immersive-worlds.com
  44. 44. Example: Adaptive Systems www.immersive-worlds.com
  45. 45. Adaptive Learning SystemsUse of computers to deliver material andinformation in a way that responds to eachindividual’s performance and/or activity on thesystem.• Continuous adaptivity• Personalised Learning• Customisation• Distributed User Interfaces• Large scale Knewton Adaptive Learning Platform™ www.immersive-worlds.com
  46. 46. Engagement Factors1. Perception via the senses2. Action via the body/kinaesthetic – physical body functions3. Emotion via the heart – emotional & instinctual nature functions4. Cognition via the mind – rational consciousness functions5. Intuition, co-creativity via imagination – higher consciousness functions6. All of the above www.immersive-worlds.com
  47. 47. SummaryUser/Learner eXperience+ (U/LX+)  Purpose  Presence & Co-presence  Zone of Proximal Flow (ZPD)  Connectedness  Engagement factors• Accelerate Learning by creating aStrong Vibration to Remember www.immersive-worlds.com
  48. 48. GRAZIE TANTO!!Niki Lambropoulos IW Team

×