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VIRTUAL STOCK-TAKING: AN EXPERIENCE OF CO-PRESENCE
FOR ACCOUNTANCY STUDENTS
Mr. Lee Koon Yew, Ngee Ann Polytechnic, Singapore, [email protected]
Mrs. Tiew-Teo Hui Leng, Ngee Ann Polytechnic, Singapore, [email protected]
Abstract
Undertaken as part of an action research project to explore the use of interactive digital
media platforms for innovative teaching and learning in the field of accountancy, this
paper discusses two cycles of a pioneering project using a 3D immersive virtual world to
develop the requisite knowledge and skills of stock-taking in final year students of the
Diploma in Accountancy programme at Ngee Ann Polytechnic.
This paper will outline why the Sun Wonderland platform, at version 0.4 when it was
first encountered in July 2008, was considered. It will discuss the challenges faced in
encouraging lecturer buy-in given the apparent disconnect between 3D immersive virtual
worlds and the teaching of accounting knowledge and skills. Such worlds were seen as
gaming platforms and deemed to have little relevance to teaching in accountancy. This
stage therefore involved a gentle introduction to 3D immersive virtual worlds and the
experience of its look and feel. This ultimately involved orientating lecturers to the
possibilities of the new, and initially, disorientating concept of immersive-world co-
presence which is the sense of being bodily present and mobile in the company of other
bodily present persons in a remote or virtual space.
This paper will then detail the process of reviewing the possibilities co-presence offered
for teaching and learning and the affordances of the Sun Wonderland platform against the
backdrop of t
the reasons why the stock-taking experience was eventually identified as the accounting
context for the pilot as well as the key features of the initial immersive learning event
which were designed with the intent to exploit the affordance of co-presence. The virtual
and immersive learning experience would require students to explore, collaborate, and
conduct the stock-take in the immersive space. They would then be expected to reflect
on their learning outcomes and the experience.
Cycle 1 of this action research project took place in May 2009 and involved two lecturers
and 167 students while Cycle 2 in November 2009 involved two lecturers and 127
students. This paper will share its key findings and outcomes from both cycles including
student and staff feedback and possible modifications to the learning design for future
cycles.
This paper will close with a brief summary of two key aspects of this action research
project; the key considerations when introducing new technology to trigger innovation in
teaching and learning and the relevance of 3D immersive virtual worlds to the teaching
and learning of accounting knowledge and skills.
Keywords
virtual stock-taking, co-presence, & 3D immersive virtual world
ICT2010 Singapore • 30 June – 2 July 2010.Copyright ©ICT2010 Organising Committee.
179
Introduction
The Diploma in Accountancy is a specialized three-year course offered by the School of
Business & Accountancy in Ngee Ann Polytechnic, one of the five polytechnics in
Singapore. is one of the modules taken by level 3 students in the Diploma.
This module builds and expands on the . ,
students learn basic concepts, principles and the process of conducting a financial
statement audit and how to collect evidence to ascertain whether financial statements are
prepared in accordance with the relevant accounting standards.
, advanced areas of audit requiring professional judgment such as
materiality, risk assessment, audit opinions, legal and ethical duties of an auditor are
introduced (School of Business & Accountancy, 2009).
Having taught these auditing modules for many years, we were familiar with our
because they had little or no prior work experience in the auditing field. We were keen to
find pedagogical strategies and approaches that we could introduce into the curriculum
that wo gap for our students.
Educational Possibilities of Virtual Worlds
forum organized by
Learning Centre (TLC) in August 2008 ,
an open source virtual world platform was showcased, the possibility of using a virtual
world platform to teach was raised with colleagues. Most were hesitant as
they were unable to see the relevance of such a platform to teach auditing concepts and
more critically, to develop auditing skills.
It was difficult to see what a multi-user 3D online environment which enabled users to
customize a virtual representation of themselves for amusement and entertainment could
bring to the teaching of auditing knowledge and skills. It was of little relevance that the
virtual representations called avatars, could walk, sit, talk in voice and text, emote,
communicate with others and generally interact with and within the 3D environment.
The fact that the 3D immersive world could be customized to mirror the real world also
initially seemed to offer little value to the teaching of auditing.
While we marveled at the potential of co-presence, which is the sense of being bodily
present and mobile in the company of other bodily present persons in a remote or virtual
space (Zhao, 2001), many saw this as a value proposition for online gaming rather than
an opportunity for the teaching of auditing. However, it was precisely the opportunity for
co-presence in an environment that could mirror a space in the real-world that we felt
faced when they encountered various auditing concepts and theories.
Why Stock-taking
After some deliberation, the topic of stock-taking was chosen to pilot the use of a 3D
immersive virtual world platform. While the knowledge, skills and attitudes for the topic
of stock taking are best taught by providing students with the actual experience of
participating in a real world stock-take, there are practical limitations to this approach. It
180 ICT2010 Singapore • 30 June–2 July 2010
is difficult, if not impossible; to source for multiple companies that would welcome and
be able to provide sufficient places for all our students to participate in an actual stock-
take exercise. Hence the topic has continued to be taught primarily through the lecture
method supplemented with tutorial discussions on the concepts and skills required for a
stock-take.
The co-presence features of the 3D immersive virtual world opened up the possibility of
introducing a real-world stock take, albeit a virtual one, into our curriculum for all
students to experience and learn from.
Immersive Learning Design
The immersive learning design we put together was adapted from the 9 features for great
activity-based virtual world learning as recommended by Calonge, 2008:
Self: Customizing the avatar;
Exploration: Moving around the world;
Communication: Sharing information with others;
Navigation: Looking at 3D content;
Interaction: Using 3D objects;
Creation: Designing a class project;
Delivery: Giving the projects to the instructor;
Assessment: Evaluating projects
Feedback: Compiling progress and performance reports.
Using the list above as a guide, we crafted the initial parameters for the virtual stock-take
assignment. Students would be able to customize avatars representing themselves in the
virtual world and they would have to navigate through three rooms to complete the
activities designed. Screenshots of the rooms for Cycle 1 and Cycle 2 can be found in
Appendix 1 and 2 respectively.
In the first room, students would access resources to learn concepts and techniques for
carrying out a stock-take observation. Here the students would interact with each other
and discuss issues they may have regarding the assignment. In the second room, students
would work collaboratively in groups of 4 to 5 to conduct a stock-take exercise assigned
to them. They would interact with graphical representations of stocks and would be able
to record the quantities and observations of conditions of stocks.
In the last room, students would complete the audit work papers in their respective
groups with the opportunity to interact with other students to exchange notes on their
experience. Their completed audit work papers, individual reflections of their virtual
stock-taking experience and their suggestions for improvement would be submitted via
MeL which is the Blackboard content management system used by the Polytechnic.
These submissions would be assessed based on the number of correct observations and
specific follow-up comments for the audit work papers and the amount of effort made to
reflect and suggest improvements to their virtual stock-taking experience. More details
of the learning outcomes, learning activities and assessment methods can be found in
Table 1 in Appendix 3.
ICT2010 Singapore • 30 June–2 July 2010 181
The virtual stock-take assignment was designed to run during one of the e-learning weeks
scheduled by the School of Business and Accountancy, during which time no face-to-face
classes are conducted as teaching and learning activities are fully online. Students would
be given the details of the assignment the week before and expected to carry out the task
intern
Our Action Research Question and Methodology
To determine whether and how the use of the 3D immersive virtual world had impacted
the learning experience of students we adopted a mixed method research framework. Our
population for the study included in Cycle 1, all the 167 students enrolled
for the April 2009 semester, and in Cycle 2, all the 127 students enrolled in the module
for the October 2009 semester.
We collected and reviewed the following data to give us insights into the learning
experience: individual survey responses and reflections by students,
the completed audit work papers, and semi-structured interviews with teaching staff after
completion of the virtual stock-taking assignment. Observations from these data were
triangulated by observations of
world.
In Cycle 2, student comments and reflection were analysed using broadly the Miles and
Huberman (1994) framework for qualitative analysis which comprises data reduction,
data display and drawing and verifying conclusions. This entailed coding and memoing
draw
conclusions about recurrent themes.
Our Findings
survey from the 6 tutorial groups from the October 2009 semester garnered 71
responses which accounted for 56% of the cohort. While this response rate may appear
to be low, we felt that external validity was not significantly impaired as there was more
than 50% representation from every tutorial group and the 70% female and 30% male
participation was a close approximation to population characteristics of 69% females to
31% males. 66% of the respondents have played multiplayer online role-playing games
previously but only 34% of the respondents have participated in a real stock-take prior to
attending this virtual one.
Based on the responses from the October 2009 semester cohort, 93% of the respondents
found the virtual stock take assignment to be an engaging learning experience. 82% of
the students who responded also agreed that the virtual stock-take allowed for deeper
learning of the topic in comparison with the traditional lecture and tutorial method. 89%
of them also felt that the assignment encouraged collaboration and teamwork within their
group.
Furthermore, 86% of the respondents would strongly recommend repeating this
assignment for the next cohort of students while 79% of them would welcome learning
other topics or modules using similar 3D immersive virtual world platforms.
182 ICT2010 Singapore • 30 June–2 July 2010
(i) Review of reflections from Cycle 1
idual reflections from Cycle 1 indicated that students appreciated
the new learning experience but highlighted three key areas for improvement to
the learning design and experience; the lag-time experience, the desire for more
realism, and the need for familiarization sessions to help students learn how to be
co-present in the 3D environment.
Lag time
The key issue faced was frustration over the length of time taken for the avatars to
navigate around the virtual world which led to delays in completing the
assignment. This situation arose because of the gap between the technical
cal requirements to run the
3D virtual world. To address this issue, students in Cycle 2 were scheduled to use
the latest desktops computers available at the new Studio@27 in the Polytechnic
which would be able to handle the graphic-rich virtual stock-taking platform and
reduce the delays experienced in Cycle 1.
More realism
Cycle 1 used only two dimensional graphical representations of stocks within the
virtual world. Students found the graphics and scenarios too basic, simplistic, and
un-real given that they were in an immersive, 3D environment. To improve on
the interface experience for Cycle 2, we made the stocks three dimensional and
allowed the avatars to move items in the virtual warehouse when they count to
make the experience more realistic. We also created more areas so students could
explore the virtual space to locate the virtual warehouse for stock-taking.
Familiarisation sessions
Some students in Cycle 1 experienced frustration primarily because, compared to
their peers, they were not familiar with navigating the gaming environment of
virtual world. For Cycle 2, to help students avoid the above frustration,
familiarisation sessions at Studio@27 were conducted one week before the e-
learning week.
(ii) Analysis of reflections from Cycle 2
were analysed broadly using the
Miles and Huberman (1994) approach. 32 codes ranging from technical aspects
of the experience, to comments on the perceived value of the experience to their
learning through to suggestions for improvement were used to analyse the data.
The coding analysis yielded 513 code counts in total with each of the 32 codes
receiving code counts from between 2 and 63 references and Table 2 in Appendix
4 shows the results of the coding.
This qualitative analysis of the data suggested to us that the positive
perceptions were strong enough to balance and compensate for their experience of
lag which students still seemed to experience despite having access to computers
with better speed and graphics capabilities. They appear to have appreciated the
new learning approach and felt that the experience was interesting, fun and
ICT2010 Singapore • 30 June–2 July 2010 183
allowed them to learn about stock-taking techniques in a hands-on and interactive
manner.
Students indicated appreciation of our efforts to introduce a new learning
approach and felt that they were better able to learn the stock-taking concepts
using the 3D immersive virtual world approach rather than a traditional lecture
and tutorial approach. Many had not encountered a virtual world before this
experience and were also excited about being able to develop new e-competency
of collaboration through co-presence in a remote or virtual space.
Cycle 1 and Cycle 2:
- Overall I think the whole virtual world experience is insightful and beneficial. I am able to try out how a stock take is conducted and (it) has allowed me to gain a
- The virtual stock taking activity was a really amusing and educational experience. Virtual world really lived up to the hype of being a synchronous
interactive space for learning. The experience was a rather astonishing one as it
was the first time learning felt like a gaming session to me. I am glad that I was
provided with the opportunity to learn the intricacies of stock-take observation on
a hands- on basis
-
S and assignment results
The completed audit work papers submitted by the students provided further evidence
that they had grasped the stock-take concepts and techniques; and the objectives of the
virtual stock-taking assignment were met. Majority of the students were able to perform
the appropriate procedures in carrying out a stock-take and were also able to document
the findings and observations arising from their test count.
As for the assignment results, the students scored an average mark of 72% for the April
2009 semester and 73.2% for the October 2009 semester. Table 3 & Table 4 in Appendix
5 show the respective grade distributions. From the tables, it can be seen that most
students had achieved a good grade for the virtual stock-taking assignment. 44% of the
grade. Only 2% of the students had failed the assignment and these students had clearly
not put in the effort.
Re
The conducted their virtual
stock- In many of
the recordings for Cycle 1, it could be seen that there was delay while the avatars tried to
navigate from room to room and while waiting for other avatars to complete their
activities.
were frustrated by the lag in the system but were resourceful in trying to troubleshoot by
asking other students in the virtual room.
184 ICT2010 Singapore • 30 June–2 July 2010
For Cycle 2, it could be seen from the recordings that there was collaboration occurring
among the students as there were discussions on navigational challenges as well as
sharing of their results of their stock-take observation.
Staff feedback
Findings from the reflections and recordings were similarly echoed in the feedback from
the staff t in both semesters. When the teaching staff asked students
about their learning experience, students had mentioned that the experience made
learning the topic of stock-take more practical and hands-on but highlighted that some
groups took hours to complete the assignment due to the lag and slow processing speed
of their laptops in Cycle 1.
For Cycle 2, teaching staff reported that students had expressed their wish for more
complex and challenging stock-taking scenarios which would require searching for
stocks. They also requested for more enhancement features such as sound features when
stocks were counted.
Improvements
After reviewing staff feedback from Cycle 2, the following are
possible modifications to the learning design being considered for future cycles:
Incorporating a client avatar to pose as the store supervisor to allow for
interaction between the avatars to increase the level of realism and co-presence in
the virtual stock-taking platform so that students could communicate and clarify
their observations.
Allowing access from home. Due to security concerns over access issues, the
Computer Centre did not allow students to access the virtual stock-
taking platform from home. Instead, students had to come back to campus to log
into the platform through the intranet. As this assignment was meant to be an e-
learning experience, allowing students to access from home would encourage
more participation and collaboration among group members as they would have
to communicate mainly through their avatars instead of talking face-to-face in
Studio@27.
Conclusion
One key consideration when introducing new technology to trigger pedagogical
innovation is the technical challenges of the technology in terms of bandwidth, processor
speeds and memory size. From our experience in both cycles, students tend to get
distracted easily by any technology glitches and lose track of the learning objectives of
the assignment -rich
3D immersive virtual world or alternative resources must be made available to them to
successfully deal with these technical challenges.
Another important consideration
platforms for learning purposes. In this current world where students are constantly
exposed to interactive media rich platforms, they would have high expectations in terms
of graphics and features of any online courseware or virtual world platforms used for
education. Student expectations of technology performance need to be framed and
ICT2010 Singapore • 30 June–2 July 2010 185
managed from the start especially when experimenting with emerging technologies for
learning.
The final consideration is that when new technologies are introduced for learning, what
helps both students and staff experience to the benefits is when the technologies help to
create new learning opportunities which are not possible otherwise. Students and staff
found the use of 3D immersive virtual worlds to be relevant and useful, despite the strong
negative experience of lag, as it allowed students to experience and gain from a learning
event previously not accessible to them. Had the 3D virtual world been used merely as a
virtualization of the lecture event, its use would very likely have been experienced as
irrelevant and frustrating.
The implications for practice are both encouraging and challenging. We were happy to
note that students acknowledged our efforts and appreciated learning stock-taking
concepts and techniques in the virtual world platform, which they have found to be more
hands-on and practical than the current model of lecture and tutorial style of learning. As
the virtual stock-taking assignment required students to work collaboratively and to
reflect on their learning experience, students have taken more ownership and were more
engaged in their learning, which are features of learner centered learning.
Furthermore, instead of creating a single user courseware to teach students stock-taking
skills, the 3D immersive virtual world platform afforded students the co-presence
experience and the opportunity to feel connected with others and thus encourage
participation which is generally lacking when using single user courseware.
Acknowledgements
We would like to thank our colleagues, in particular, Ms Shirley Williams who have been
most generous in sharing her comments and observations without which this paper would
not be possible. We would also like to acknowledge the assistance given by TLC, in
particular, Mr Ng Kay Peng and his team, who had been most patient in demonstrating
the platform, facilitating the meetings with vendors, providing technical assistance and
troubleshooting problems encountered and answering all our queries.
186 ICT2010 Singapore • 30 June–2 July 2010
APPENDIX 1
Screenshots of Rooms from Cycle 1
Room 1: Briefing Room
Room 2: Warehouse Room
Room 3: Auditing Room
ICT2010 Singapore • 30 June–2 July 2010 187
APPENDIX 2
Screenshots of Rooms from Cycle 2
Room 1: Briefing Room
Room 2: Warehouse Room
Room 3: Auditing Room
188 ICT2010 Singapore • 30 June–2 July 2010
AP
PE
ND
IX 3
Tab
le 1
: C
urr
iculu
m P
ackag
e fo
r V
irtu
al S
tock
-tak
ing A
ssig
nm
ent
Lea
rnin
g O
utc
om
es
Lea
rnin
g A
ctiv
itie
s R
eso
urc
es
Ass
essm
ent
Co
mm
ents
Co
nte
nt
Sp
ecif
ic K
no
wle
dg
e &
Sk
ill
Ou
tco
mes
1.0
Un
der
sta
nd
key
co
ntr
ols
to
be
ap
pli
ed i
n a
sto
ck-t
ak
e.
1.1
Id
enti
fy a
nd
exp
lain
contr
ol
wea
kn
ess.
In s
mal
l gro
up
s of
4 -
5,
stu
den
ts w
ill:
1.
Loca
te b
rief
ing r
oom
.
2.
Rea
d s
tock
-tak
e in
stru
ctio
ns.
3
. R
evie
w c
om
pan
y b
ack
gro
und
&
org
aniz
atio
n c
har
t.
4.
Dis
cuss
, id
enti
fy &
exp
lain
co
ntr
ol
wea
kn
ess.
Pro
ject
Won
der
lan
d V
irtu
al W
orl
d.
Lec
ture
note
s on
aud
it o
f in
ven
tori
es.
Com
pan
y B
ack
gro
un
d &
Org
aniz
atio
n C
har
t
Sto
ck-t
ake
bri
efin
g i
nst
ruct
ion
s.
Fo
rma
l
Ch
eck
gro
up a
ud
it w
ork
ing p
aper
s
subm
itte
d a
fter
sto
ck-
tak
e to
en
sure
d
ocu
men
tati
on
of
con
trol
wea
kn
ess
per
tain
ing t
o s
tock
s b
ein
g c
oun
ted b
y
store
man
wh
ich i
s n
ot
in a
ccord
ance
w
ith
good
con
trol
pra
ctic
e as
th
ose
wit
h s
tock
cust
odia
n d
uti
es s
hou
ld n
ot
be
coun
tin
g s
tock
s al
on
e.
Are
stu
den
ts a
ble
to d
raw
on
pas
t
kn
ow
led
ge
of
gen
eral
con
trols
and
id
enti
fy
con
trol
wea
kn
ess
in r
elat
ion t
o a
ud
it o
f
stock
tak
e?
If n
ot,
tu
tors
to g
ive
feed
bac
k a
nd
com
men
ts o
n g
rou
p a
udit
pap
ers
subm
itte
d.
2.0
Co
sUn
derst
an
d a
nd
ab
le t
o
ap
ply
th
e p
roce
du
res
to b
e
co
nd
ucte
d d
urin
g t
he
stock
tak
e.
2.1
S
elec
t ap
pro
pri
ate
sam
ple
s fr
om
p
erp
etu
al r
ecord
s fo
r te
st c
ount
and
ch
eck
to p
hysi
cal
stock
s in
war
ehou
se.
2.2
S
elec
t ap
pro
pri
ate
sam
ple
s fr
om
war
ehou
se f
or
test
coun
t an
d
chec
k t
o p
erp
etual
rec
ord
s an
d
stock
tag
s.
2.3
C
oun
t ph
ysi
cal
stock
s ac
cura
tely
In s
mal
l gro
up
s of
4 -
5,
stu
den
ts w
ill:
1.
Loca
te A
ud
it R
oom
and
dow
nlo
ad
per
pet
ual
lis
tin
g, in
ven
tory
tag
s
and
aud
it w
ork
ing p
aper
tem
pla
te.
2.
Rev
iew
per
pet
ual
lis
tin
g a
nd
sele
ct s
amp
les
from
sto
ck l
ist.
3.
Loca
te W
areh
ou
se R
oom
, lo
cati
on
of
stock
s an
d c
oun
t ph
ysi
cal
stock
s.
4.
Sel
ect
sam
ple
s fr
om
ph
ysi
cal
stock
s.
5.
Com
par
e q
uan
titi
es l
iste
d o
n
per
pet
ual
rec
ord
s to
ph
ysi
cal
cou
nts
and
in
ven
tory
tag
s.
Pro
ject
Won
der
lan
d V
irtu
al W
orl
d.
Sto
ck-t
ake
bri
efin
g i
nst
ruct
ion
s.
Per
pet
ual
lis
tin
g.
Inven
tory
Tag
s.
Sam
ple
Au
dit
Work
ing P
aper
wit
h
hin
ts f
or
com
ple
tion.
Fo
rma
l
Ch
eck
to e
nsu
re g
rou
p a
udit
work
ing
pap
ers
sub
mit
ted a
re d
ocu
men
ted
usi
ng t
he
corr
ect
form
at a
nd a
udit
tic
k
mar
ks
are
incl
ud
ed w
ith
pro
per
leg
end
to
sh
ow
wo
rk d
on
e.
Was
th
e ti
me
allo
wed
su
ffic
ien
t fo
r st
ud
ent
to c
om
ple
te l
earn
ing a
ctiv
itie
s in
Vir
tual
Worl
d?
Wer
e st
ud
ents
ab
le t
o a
pp
ly p
rior
kn
ow
led
ge
wit
h n
ew k
now
led
ge
to
com
ple
te t
he
aud
it w
ork
ing p
aper
s?
Wer
e st
ud
ents
ab
le t
o d
emon
stra
te
achie
vem
ent
of
spec
ific
lea
rnin
g
ou
tcom
es?
Are
stu
den
ts a
ble
to u
se s
ub
ject
sp
ecia
list
d
isco
urs
e to
docu
men
t ob
serv
atio
ns,
exce
pti
on
s an
d w
ork
don
e?
3.0
Develo
p a
ud
it o
bse
rva
tio
n
skil
ls.
3.1
R
ecogn
ise
dis
crep
anci
es a
risi
ng
from
cou
nts
& c
om
par
ison
s.
3.2
Id
enti
fy d
amag
ed &
ob
sole
te
stock
s re
quir
ing f
oll
ow
-up
.
3.3
Id
enti
fy p
oss
ible
con
sign
men
t st
ock
s an
d n
ote
for
sub
sequ
ent
foll
ow
up
. 3
.4
Ob
tain
rel
evan
t in
form
atio
n f
or
sub
seq
uen
t cu
t-off
tes
ts.
In s
mal
l gro
up
s of
4 -
5,
stu
den
ts w
ill:
1
. D
iscu
ss o
bse
rvat
ion
s an
d
dis
crep
anci
es r
equ
irin
g f
oll
ow
-
up.
2.
Docu
men
t ob
serv
atio
ns
and
find
ings
on
au
dit
work
ing p
aper
.
3.
Coll
ect
info
rmat
ion
in
volv
ing
ship
pin
g a
nd r
ecei
vin
g
docu
men
ts f
or
cut-
off
tes
ts
Pro
ject
Won
der
lan
d V
irtu
al W
orl
d.
Sto
ck-t
ake
bri
efin
g i
nst
ruct
ion
s.
Sam
ple
Au
dit
Work
ing P
aper
wit
h
hin
ts f
or
com
ple
tion.
Fo
rma
l
Ch
eck
to e
nsu
re g
rou
p a
udit
work
ing
pap
ers
sub
mit
ted c
onta
in a
ll n
eces
sary
ob
serv
atio
ns
and
exce
pti
on
s re
quir
ing
foll
ow
-up
wer
e n
ote
d.
If s
ub
mit
ted
aud
it w
ork
ing p
aper
s sh
ow
gap
in u
nd
erst
and
ing,
tuto
rs t
o r
evie
w
con
cepts
in s
ub
sequ
ent
tuto
rial
ses
sion
s.
Cond
uct
sem
i-st
ruct
ure
d i
nte
rvie
ws
wit
h
tuto
rs t
each
ing A
udit
ing 2
to e
val
uat
e ac
hie
vem
ent
of
lear
nin
g o
utc
om
es.
ICT2010 Singapore • 30 June–2 July 2010 189
Tab
le 1
: C
urr
iculu
m P
ackag
e fo
r V
irtu
al S
tock
-tak
ing A
ssig
nm
ent
(Conti
nued
)
Lea
rnin
g O
utc
om
es
Lea
rnin
g A
ctiv
itie
s R
eso
urc
es
Ass
essm
ent
Co
mm
ents
4.0
Develo
p a
ud
it d
ocu
men
tati
on
skil
ls.
4.1
A
nal
yse
an
d d
ocu
men
t
exce
pti
on
s, a
udit
fin
din
gs
and
fo
llo
w u
p a
ctio
n a
pp
rop
riat
ely o
n
aud
it w
ork
ing p
aper
.
4.2
K
no
w f
orm
at o
f w
ork
ing p
aper
s an
d i
ncl
ud
e al
l re
levan
t ar
eas
in
aud
it w
ork
ing p
aper
.
In s
mal
l gro
up
s of
4 -
5,
stu
den
ts w
ill:
1
. D
iscu
ss o
bse
rvat
ion
s an
d
dis
crep
anci
es r
equ
irin
g f
oll
ow
-
up.
2.
Docu
men
t ob
serv
atio
ns
and
find
ings
on
au
dit
work
ing p
aper
.
3.
Coll
ect
info
rmat
ion
in
volv
ing
ship
pin
g a
nd r
ecei
vin
g
docu
men
ts f
or
cut-
off
tes
ts
Pro
ject
Won
der
lan
d V
irtu
al W
orl
d.
Sam
ple
Au
dit
Work
ing P
aper
wit
h
hin
ts f
or
com
ple
tion.
Soft
war
e ca
ptu
rin
g s
cree
n a
ctiv
itie
s.
Fo
rma
l
Ch
eck
to e
nsu
re g
rou
p a
udit
work
ing
pap
ers
sub
mit
ted c
onta
in a
ll n
eces
sary
ob
serv
atio
ns
and
exce
pti
on
s re
quir
ing
foll
ow
-up
wer
e n
ote
d.
Cond
uct
an o
nli
ne
surv
ey a
fter
th
e vir
tual
stock
-tak
ing a
ssig
nm
ent,
wit
h c
lose
d a
nd
op
en-
per
cep
tion
of
thei
r ow
n l
earn
ing
exp
erie
nce
.
Rev
iew
TL
C r
ecord
ings
of
vir
tual
worl
d
acti
vit
ies
to t
rian
gu
late
fin
din
gs
from
oth
er
sou
rces
.
21
st C
entu
ry S
kil
l O
utc
om
es
5.0
Develo
p i
nte
racti
ve d
igit
al
med
ia s
kil
ls.
5.1
envir
on
men
t th
rou
gh
avat
ar
movem
ents
, co
mm
un
icat
ion
, an
d
inte
ract
ion
wit
h o
bje
cts
and i
n-
wo
rld
par
tici
pan
ts.
5.2
Nav
igat
e to
fin
d i
nfo
rmat
ion a
nd
com
ple
te l
earn
ing a
ctiv
itie
s in
vir
tual
en
vir
on
men
t.
5.3
Net
work
in
-worl
d w
ith
oth
er
par
tici
pan
ts a
nd
gro
up
s an
d d
raw
on
kn
ow
led
ge
of
oth
ers
to f
ind
so
luti
on
s.
In s
mal
l gro
up
s of
4 -
5,
stu
den
ts w
ill:
1.
Rea
d v
irtu
al s
tock
-tak
ing g
uid
e.
2.
Att
end
fam
ilar
isat
ion
ses
sion 1
wee
k b
efore
vir
tual
worl
d
acti
vit
y.
3.
Man
euver
avar
tar
aroun
d t
he
3
room
s to
com
ple
te l
earn
ing
acti
vit
ies.
4
. U
se c
hat
fun
ctio
n t
o s
eek
assi
stan
ce f
rom
oth
er g
rou
p
mem
ber
s w
hen
dif
ficu
ltie
s ar
e
enco
unte
red
in
vir
tual
worl
d.
Pro
ject
Won
der
lan
d V
irtu
al W
orl
d.
Sam
ple
Au
dit
Work
ing P
aper
wit
h
hin
ts f
or
com
ple
tion.
Vir
tual
Sto
ck-t
akin
g G
uid
e w
ith
nav
igat
ion
al h
elp
.
Chat
Fun
ctio
n i
n V
irtu
al W
orl
d.
Fo
rma
l
Ch
eck
s d
ocu
men
tati
on
of
find
ings
in
aud
it w
ork
ing p
aper
s to
en
sure
com
ple
ten
ess
and
acc
ura
cy o
f
find
ings.
Stu
den
ts m
ay n
eed
hel
p i
n p
rese
nti
ng
find
ings
in c
on
cise
man
ner
and
usi
ng
subje
ct d
isco
urs
e.
To s
how
sam
ple
of
bes
t an
swer
s fr
om
gro
up
s af
ter
gra
din
g a
ll w
ork
ing p
aper
s
du
rin
g s
ub
seq
uen
t tu
tori
als.
6.0
Develo
p c
oll
ab
ora
tive
skil
ls.
6.1
D
iscu
ss,
shar
e in
form
atio
n, id
eas
and
kn
ow
led
ge.
6.2
L
ever
age
on
str
ength
s of
each
per
son
in
gro
up
to a
lloca
te g
rou
p
task
s an
d c
om
ple
te l
earn
ing
acti
vit
ies.
In s
mal
l gro
up
s of
4 -
5,
stu
den
ts w
ill:
1U
se c
oll
abora
tive
skil
ls t
o
com
ple
te t
he
var
iou
s gro
up
acti
vit
ies
list
ed.
Pro
ject
Won
der
lan
d V
irtu
al W
orl
d.
Sam
ple
Au
dit
Work
ing P
aper
wit
h
hin
ts f
or
com
ple
tion.
Chat
Fun
ctio
n i
n V
irtu
al W
orl
d
Info
rma
l
Monit
ors
gro
up w
ork
by r
equ
esti
ng
for
gro
up
s to
su
bm
it p
eer
eval
uat
ion
form
s in
fre
e ri
der
sit
uat
ion
s.
Ask
s fo
r ro
les
of
each
per
son
in
gro
up
acti
vit
ies.
Did
th
e gro
up
en
cou
nte
r co
nfl
icts
wh
ile
wo
rkin
g a
s a
gro
up
?
If c
on
flic
ts d
id a
rise
and
wer
e h
igh
ligh
ted
in p
eer
eval
uat
ion f
orm
s as
not
reso
lved
,
tuto
rs t
o i
nves
tigat
e b
y i
nte
rvie
win
g
mem
ber
s in
div
idu
ally
an
d t
hen
as
a gro
up
to
see
k r
esolu
tion
and
clo
sure
.
7.0
Develo
p r
efle
ctio
n s
kil
ls.
7.1
C
on
soli
dat
e an
d r
efle
ct o
n
lear
nin
g e
xp
erie
nce
an
d s
ugges
t
area
s fo
r im
pro
vem
ent
for
self
, gro
up
& a
ctiv
ity.
On
an
indiv
idu
al b
asis
, st
ud
ents
wil
l:
1.
Mak
e n
ote
s ab
ou
t vir
tual
sto
ck-
tak
ing a
ssig
nm
ent
exp
erie
nce
.
2.
Wri
te r
efle
ctio
n o
n l
earn
ing
exp
erie
nce
& i
mp
rovem
ent
area
s.
3.
Post
ref
lect
ion
on
Bla
ckb
oar
d.
4.
Com
ple
te o
nli
ne
surv
ey.
MeL
(B
lack
boar
d)
Fo
rma
l
Ch
eck
s in
div
idu
al r
efle
ctio
ns
to a
sses
s
exp
erie
nce
.
Note
are
as f
or
imp
rovem
ent
as
feed
bac
k f
or
mod
ifyin
g n
ext
cycl
e of
Act
ion
Res
earc
h.
Ref
lect
and
eval
uat
e w
het
her
obje
ctiv
es o
f
acti
on
res
earc
h h
ave
bee
n a
chie
ved
and
wh
eth
er f
urt
her
mod
ific
atio
ns
and
cycl
es
are
nec
essa
ry.
190 ICT2010 Singapore • 30 June–2 July 2010
APPENDIX 4
Table 2
No Comments Count
1 Lag 63
2 Good way to learn 62
3 Fun 52
4 Interesting 44
5 Difficult to navigate 31
6 More realistic way of checking stocks 30
7 New experience 29
8 Encouraged collaboration 28
9 Allow to talk to clients 27
10 Taught me to be more observant 24
11 More complex scenarios 16
12 More realistic graphics 13
13 Interactive 9
14 Include map of surroundings 9
15 Hang 9
16 Good way to apply knowledge 6
17 Appropriate topic 6
18 Good to have familiarization session 6
19 Should be done on individual basis 5
20 Game-like 5
21 Clearer instructions on what to do 5
22 Good way to learn to be independent 4
23 Should log in from home 4
24 Include fixed assets sighting 4
25 Control difficult 4
26 Like it 3
27 Real stock-take 3
28 Include collaborative features 3
29 Smaller group 3
30 Too easy 2
31 Enjoyed taking bus 2
32 Appreciate the effort 2
Total 513
ICT2010 Singapore • 30 June–2 July 2010 191
APPENDIX 5
Table 3: Assignment Grade Distribution for
April 2009 Semester Tutorial Groups
Class\Grade A B C D F Total
TA 01 10 5 4 4 1 24
TA 02 11 4 4 0 0 19
TA 03 10 4 3 3 0 20
TA 04 9 6 4 3 1 23
TA 05 10 6 5 1 0 22
TA 06 9 4 5 2 0 20
TA 07 11 8 0 1 0 20
TA 08 8 8 3 0 0 19
Total 78 45 28 14 2 167
47% 27% 17% 8% 1% 100%
Table 4: Assignment Grade Distribution for
October 2009 Semester Tutorial Groups
Class\Grade A B C D F Total
TA 21 13 5 5 0 1 24
TA 22 7 6 6 1 1 21
TA 23 8 5 6 0 2 21
TA 24 5 9 8 0 0 22
TA 25 6 5 9 0 0 20
TA 26 13 2 0 4 0 19
Total 52 32 34 5 4 127
41% 25% 27% 4% 3% 100%
Guide:
A Above 80%
B Between 70% and 79%
C Between 60% and 69%
D Between 50% and 59%
F Below 50%
192 ICT2010 Singapore • 30 June–2 July 2010
REFERENCES
Calongne, C.M. (2008). Educational frontiers: learning in a virtual world, Educause
Review, 43(5): 36-48.
Miles, M.B. & Huberman, A.M. (1994). Qualitative data analysis. 2nd
edn. Thousand
Oaks, California: Sage.
School of Business & Accountancy (2009). Module description for Auditing 2.
Singapore: School of Business & Accountancy, Ngee Ann Polytechnic,
(unpublished internal report).
Zhao, S.Y. (2001). Toward a taxonomy of copresence. Retrieved 24 February, 2010,
from http://www.temple.edu/ispr/prev_conferences/proceedings/2001/Zhao.pdf.
ICT2010 Singapore • 30 June–2 July 2010 193