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Learning Experience+ within 3D Immersive Worlds


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FedCSIS Wrocław, Poland, 9 - 12 September, 2012 …

FedCSIS Wrocław, Poland, 9 - 12 September, 2012
Workshop Organised by Habib Fardoun
Learning Experience+ within 3D Immersive Worlds

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  • 1. Learning Experience+ within3D Immersive WorldsNiki Lambropoulos * Stylianos MystakidisImmersive Worlds TeamLANETO GroupFedCSIS Wrocław, Poland, 9 - 12 September, 2012 Organised by Habib Fardoun
  • 2. Agenda• Accelerate eLearning• Zone of Proximal Flow (ZPF)• Collaborative Project Based eLearning (CPBeL)• Immersive Worlds• 3D VIRTUAL IMMERSIVE ENVIRONMENTS – Second Life• User/Learner eXperience+ (U/LX+)• Conclusions
  • 3. 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)
  • 4. Accelerate eLearning Students’ Hidden Potential(Lambropoulos et al, 2011)
  • 5. Zone of Proximal FlowExtract of Figure from Repenning,A. "Programming Goes to School",B. CACM, 55, 5, May, 2012.
  • 6. ZPF 10 Immersive Factors1. Clear goals as challenge level and skill high level2. Concentration and focused attention3. Loss of feeling4. Distorted sense of time5. Direct and immediate feedback6. Balance between ability level and challenge7. Sense of personal control over the situation or activity8. The activity is intrinsically rewarding, so there is an effortlessness of action9. Lack of awareness of bodily needs10. Absorption into the activity.
  • 7. ZPF 3 Immersive Conditions1. Orchestrating activities with a clear set of goals so to provide direction and structure to the task (Collaborative Project-Based Learning)2. Balancing between the perceived challenges of the task and own perceived skills. One must have confidence that he or she is capable to do the task at hand.3. Providing clear and immediate feedback to adjust performance so to reach the targets.
  • 8. PROBLEM• Online environments suffer from reduced capacity to support such activities
  • 9. Purpose – Common Purpose
  • 10. 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)
  • 11. 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
  • 12. Groups *Networks *Communities• Virtual Collaboration within IW• Team knowledge building• Creating creativity: Users’ generated context provides the background for new collaboration – Collect-relate-create-donate (Ben Shneiderman) – Participatory problem solving – Social innovation• Collaborative consortia• Open Education
  • 13. 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
  • 14. 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
  • 15. 7 Virtual Immersive Environments Sensibilities1. Sense of Self2. Death of Distance3. Power of Presence4. Sense of Space & Scale5. Capability to Co-Create6. Pervasiveness of Practice7. Enrichment of ExperienceKapp & O’Driscoll, 2010
  • 16. Avatars in Second Life
  • 17. IW Team @Second Life
  • 18. Open Workshop on Information Literacy (University of Patras)• Open, Free, Blended Educational Program• Activity-based Instructional Design• Audience: Graduate & PhD Students• Synchronous Weekly Meetings in Second Life• Asynchronous Learning Activities in a collaborative environment (wiki -
  • 19. Open Workshop on Information Literacy(3D Virtual Immersive Environment)
  • 20. Virtual Field Trips
  • 21. Immersion in Collaborative Activities in GroupsWork Methods• Voice• Text Chat (private & group)• Integration & use of Web 2.0 applications
  • 22. SummaryUser/Learner eXperience+ (U/LX+)  Purpose  Presence & Co-presence  Zone of Proximal Flow (ZPD)  Engagement factors  Groups *Networks *Communities• Accelerate Learning by creating aStrong Vibration to Remember
  • 23.
  • 24. Niki Lambropoulos Stylianos MystakidisImmersive Worlds Team