Development and evaluation of a virtual campus on Second Life: The case of SecondDMI

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    Development and evaluation of a virtual campus on Second Life: The case of SecondDMI - Presentation Transcript

    1. DEVELOPMENT AND EVALUATION OF A VIRTUAL CAMPUS ON SECOND LIFE: THE CASE OF SECONDDMI 報告人:林建佑 2008.11.14
    2. 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
    3. 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
    4. 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
    5. 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
    6. 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
    7. 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
    8. 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)
    9. 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
    10. 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
    11. 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
    12. 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
    13. 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
    14. 系統設計 -FOR 學習者
      • 一般校園區域 (common student campus)
    15. 系統設計 -FOR 學習者
      • 協同學習區 (collaborative zone)
    16. 系統設計 -FOR 學習者
      • 協同學習區 (collaborative zone)
    17. 系統設計 -FOR 學習者
      • 教室 (lecture room)
    18. 系統設計 -FOR 學習者
      • 休閒區 (recreational area)
    19. 系統設計 -FOR 教師
      • 課程管理介面
    20. 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
    21. 實驗設計
      • 教學實驗狀況
    22. 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.
    23. 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
    24. 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
      • Legend CF = control factors, SF = sensory factors, DF = distraction factors, RF = realism factor, INV = involvement, HAPTC = haptic.
    25. 後測問卷 2 COMMUNICATION
      • Communicating with the other participants was easy
      • The system increased the opportunity of discussing with the others
      • Conversation has been properly managed
      • Non verbal communication (gesture) was adequate
    26. 後測問卷 3 AWARENESS AND SOCIAL AWARENESS
      • I have been immediately aware of the existence of the other participants
      • I was aware of what was going on
      • I was aware of the participant roles (teacher, tutor, student)
    27. 後測問卷 4 PERCEIVED SOCIABILITY
      • This environment enabled me to easily contact my team mates
      • I did not feel lonely in this environment
      • This environment enabled me to get a good impression of my team mates
      • This environment allows spontaneous informal conversations
      • This environment allowed for non-task-related conversations
      • This environment enabled me to make close friendships with my team mates
    28. 後測問卷 5 VIRTUAL ENVIRONMENT
      • The environment design was stimulating
      • The object metaphors were intuitive
      • Objects reacted in a inconsistent/consistent way to selection and manipulation,
      • The User Interface components, needed to participate, were easy to locate
      • Amount of information that was displayed on the screen was adequate
      • Arrangement of information on the screen was logical
      • The design of the didactical environments was logical
    29. 研究結果 1- 前測 Total Scaled Mean Score 150 5 Std. dev. 14 Max 186 6.2 Min 116 3.8
    30. 研究結果 2- 後測 Virtual Environment Productivity Satisfaction Mean 4.04 4.43 4.65 Std. dev. 0.54 1.14 0.64 Min 2.92 1 3 Max 4.75 5 5
    31. 結論
      • 透過 SL 所提供的介面,建構一個學習者可在其中進行協同學習的校園環境
      • 學習者可在環境中獲得互動上的滿足
      • 學習者對系統具高度興趣
      • 透過系統記錄,發現學習者的發表次數非常多,平均每張課程投影片會有一個以上的問題,而每個學習者均發表過意見

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