Development and evaluation of a virtual campus on Second Life: The case of SecondDMI - Presentation Transcript
DEVELOPMENT AND EVALUATION OF A VIRTUAL CAMPUS ON SECOND LIFE: THE CASE OF SECONDDMI 報告人:林建佑 2008.11.14
作者與出處
作者:
Andrea De Lucia
Rita Francese
Ignazio Passero
Genoveffa Tortora
From University of Salerno , Italy
出處:
Computers & Education
Received 23 June 2008
Accepted 4 August 2008
Article in press
概述
在 Second Life( 簡稱 SL) 中建立一個虛擬的校園,提供四種型式的學習空間
一般校園區域 (common student campus)
協同學習區 (collaborative zone)
教室 (lecture room)
休閒區 (recreational area)
在 SL 中進行同步學習
提供環境,讓學習者在其中進行協同學習
以問卷測量學習者的使用狀況、滿意度來評鑑系統
動機
新一代的學習者受到電腦及網路的影響甚鉅,已將網路上的互動型態融入生活中
擬真的環境更能吸引使用者上線進行學習
Web3D 的概念和技術門檻降低,且具備以下優點
設計所需的時間與花費變少
可同時容納多人
不需特殊設備
動機 2
讓線上學習成功的相關因素是 學習社群的歸屬感 及 建立公共知識庫
學習環境除教育機制外,亦需提供社交活動機制
學習者在虛擬的環境中進行學習,並透過社交機制與同學互動,建立關係
動機 3
為何使用 Second Life
操作環境易上手, 3D 環境穩定
虛擬人物具備表情、姿勢、動作等設定
已有許多學校及研究者投入 SL 在教育上的應用
Harvard
MIT
Second Life Education Workshop
Second Life Education Workshop at the Second Life Community Convention
文獻探討 1
Virtual classroom and 3D virtual learning environments
Sloodle -> SL+Moodle
利用 Moodle 存放教學資源並記錄學習者的溝通資訊
文獻探討 2
Evaluation of 3D virtual environment 由以下四點進行評估
存在感 (Presence)
察覺 (Awareness)
溝通 (Communication)
歸屬感 (Belonging to a community)
文獻探討 2.1
存在感 (Presence)
使用者真實的感覺自己處於環境中 ( 可與心流比較 )
與學習的關係密切
感覺越強烈,學習經驗則越有意義,越容易從中獲得成效
4 項影響 presence 的因素 Control, Realism, Distraction and Sensory input
文獻探討 2.2
察覺 (Awareness)
使用者對自我、其他使用者及環境的察覺
使用者透過觀察獲得對環境的即時掌握,而不需經由系統提示
透過非口語或非文字的表達方式獲取訊息,例如表情、動作、姿勢
文獻探討 2.3
溝通 (Communication)
透過文字、語言及肢體動作進行溝通
表情、姿勢、動作的環境對促進溝通有很大的影響
文獻探討 2.4
歸屬感 (Belonging to a community)
群體學習有助學習成效的提升
系統應提供適當的溝通環境、協同工具及獲得資訊的方法
成員或許會因歸屬感提升,對整個群體造成影響力
系統設計
學習者環境共 4 個區域
一般校園區域 (common student campus)
協同學習區 (collaborative zone)
教室 (lecture room)
休閒區 (recreational area)
教師管理課程介面
系統設計 -FOR 學習者
一般校園區域 (common student campus)
系統設計 -FOR 學習者
協同學習區 (collaborative zone)
系統設計 -FOR 學習者
協同學習區 (collaborative zone)
系統設計 -FOR 學習者
教室 (lecture room)
系統設計 -FOR 學習者
休閒區 (recreational area)
系統設計 -FOR 教師
課程管理介面
實驗設計
以資訊科學概論課程進行教學
連續三天,每天各 1 小時
研究樣本為 26 個自願的大專學生
使用兩種問卷進行調查
學習者對電腦及遊戲的認知
針對存在感 (Presence) 、察覺 (Awareness) 、溝通 (Communication) 、歸屬感 (Belonging to a community) 的問卷
實驗設計
教學實驗狀況
前測問卷
The pre-experiment questionnaire
I am expert in the computer usage. PCK
I am expert in the Internet usage. PCK
I am expert in the usage of Video-games. 3DG
I am expert in the usage of Virtual Environments. 3DG
I am expert in the Second Life usage. 3DG
Sometimes I am so involved in a game that having the impression of being part of the game rather than moving a joystick or watching the screen. INV
When working on a task I am easily distracted. INV
I often play Video Games (at least one time at day). 3DG
I concentrate well also on disagreeable tasks. INV
I become so involved in doing something that I lose all track of Time. INV
I have been scared by something happening on a TV show or in a Movie. INV
Legend: PCK = PC knowledge
3DG = 3D environments and PC games knowledge
INV = tendency to become involved in activities.
後測問卷 1-A PRESENCE
How much were you able to control events? CF
How responsive was the environment to action that you initiated (or performed)? CF
How natural did your interactions with the environment seem? CF
How completely were all of your senses engaged? SF
How much did the visual aspects of the environment involve you? SF
How much did the auditory aspects of the environment involve you? SF
How natural was the mechanism which controlled movement through the environment? CF
How aware were you of events occurring in the real world around you? DF
How aware were you of your display and control devices? DF
How compelling was your sense of objects moving through space? SF
How inconsistent or disconnected was the information coming from your various senses? RF
How much did your experiences in the virtual environment seem consistent with your real-world experiences? RF, CF
Were you able to anticipate what would happen in response to the actions that you performed? CF
How completely were you able to actively survey or search the environment using vision? RF, CF, SF
How well could you identify sounds? RF, SF
How well could you localize sounds? RF, SF
後測問卷 1-B PRESENCE
How well could you actively survey or search the virtual environment using touch? RF, SF HAPTC (not applicable)
How compelling was your sense of moving around inside the virtual environment? SF
How closely were you able to examine objects? SF
How well could you examine objects from multiple viewpoints? SF
How well could you move or manipulate objects in the virtual environment? CF HAPTC (not applicable)
To what degree did you feel confused or disoriented at the beginning of breaks or at the end of the experimental session? RF
How involved were you in the virtual environment experience? INV
How distracting was the control mechanism?
How much delay did you experience between your actions and expected outcomes? CF
How quickly did you adjust to the virtual environment experience? CF
How proficient in moving and interacting with the virtual environment did you feel at the end of the experience? CF
How much did the visual display quality interfere or distract you from performing assigned tasks or required activities? DF
How much did the control devices interfere with the performance of assigned tasks or with other activities? DF, CF
How well could you concentrate on the assigned tasks or required activities rather than on the mechanisms used to perform those tasks or activities? DF
Did you learn new techniques that enabled you to improve your performance? CF
Were you involved in the experimental task to the extent that you lost track of time? INV
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