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Keynote at the Second Nordic Symposium on Technology-Enhanced Learning Oulu, Finland September, 26 2012
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3D Virtual Worlds and Collaborative Learning
Second Nordic Symposium on Technology-Enhanced Learning Oulu, Finland
September, 26 2012
Mikhail FominykhNorwegian University of Science and Technology, Norway
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Outline
o Definitiono Trendso Examples
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What are Virtual Worlds?
En environment1.Multiuser2.Synchronous3.Persistent4.Facilitated by networked computers
o Three-dimensional graphical interphaseo Social Worlds/Game Worlds
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Trends
o Second Life?o Variety and integrationo Virtual World platforms/engineso Virtual Worlds on demand and for
specific purposeso Simulationso Merging virtual and realo NVWN
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Second Life 2006–2009
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Second Life 2006–2012
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Variety and integration
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Virtual World platforms/engines
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Virtual Worlds on demand and for specific purposes
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Virtual Worlds on demand and for specific purposes
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Simulations
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Merging virtual and real
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Nordic Virtual Worlds Network
http://nordicworlds.net
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Examples
o 3D Educational Visualizations as Constructionist Learning
o Training Cultural Awareness in Military Operations
o 3D Virtual Recording in vAcademia
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3D Educational Visualizations as Constructionist Learning
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3D Educational Visualizations Research Questions
o Why is it worth using?o How to describe, analyze and
evaluate?o How to design facilitating
environments and tools?o How to support learning
communities?
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3D Visualizations of research areas, projects, and curriculum concepts
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3D Educational Visualizations Formal Outcomes
o Methodology for Teaching with 3D Visualizations
o Frameworks for designing tools and environments
o Observation of learning community support
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3D Educational Visualizations Interesting Outcomes
o Activities in Virtual Worlds attract interest as exciting and unusual
o Students intensify collaboration when facing a challenging learning space
o Collaborative construction requires time and effort, but provides learning
o Serious activities in Virtual Worlds need additional support
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Training Cultural Awareness in Military Operations (CAMO)
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CAMO Goals
o Create an inexpensive and flexible simulation for training cultural awareness among military personnel
o Explore the advantages and limitations of 3D virtual worlds in this context
o Create methodological guidelines and tools for developing 3D educational simulations
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Training Cultural Awareness in Military Operations (CAMO)
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CAMO Study Settings
o 14 cadets from Norwegian Army War Academy
o Eight students and teachers from Norwegian Defense Language and Intelligence School
o Pre- and posttests, interviews, observations
o Two walk-throughs, three debriefs
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CAMO Major Outcomes
o Cadets are positive to the use of 3D virtual worlds for training cultural awareness
o Learning outcomes related to the major topics in the scenarios
o Learning from taking different perspectives, facing dilemmas, and observing squad leader actions
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vAcademia environment
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Real world vAcademia
Chalk and board Interactive white boards
Pointer for each user
Pointer
Slide show presentations
Slide show presentations
Web camera sharing
Web camera
Desktop sharingDesktop
Teaching tools
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Synchronous/Asynchronous Challenge
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Face to face class
Synchronous class
Asynchronous class
live/online
content
Synchronous/Asynchronous Proposal
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3D Recordings
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Editing 3D Recordings
x x
R1 – 3D recordings of the classt
R2 – a new 3D recording based on R1
R1
R2
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Thank you!
Mikhail Fominykhmikhail.fominykh@ntnu.no
http://www.idi.ntnu.no/~fominykh/
http://www.linkedin.com/in/fominykh
http://slideshare.net/mfominykh/
http://slurl.com/secondlife/Akershus%20Fortress/
http://slurl.com/secondlife/NTNU/
http://vacademia.com
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