- •Start reading now
- •View table of contents
- •Preface
- •Section 1 Understanding Virtual Reality in Education
- •Virtual Reality and Education:
- •Introduction
- •Immersion
- •Interactive Hardware Components
- •Vr: Other Classification
- •Virtual reality across the disciplines
- •Virtual worlds
- •Introduction
- •3DvWs Platforms Used in Teaching and Learning
- •3Dvw-Based vs. Traditional Classroom
- •Virtual Field Trips
- •Integration
- •Virtual Campus
- •Introduction
- •Implementation Strategies
- •Increasing Student Engagement through Virtual Worlds:
- •Introduction
- •Introducing Second Life to Students
- •Inside the Classroom
- •Section 2
- •Virtual Reality Across Disciplines
- •Introduction
- •Interacting with Peers
- •Introduction
- •3D Environment
- •Inflation
- •Introduction
- •Virtual World Learning Environments Impact on Learning
- •Implications of Virtual World Environment Use in Foreign Language Curriculum
- •Introduction
- •Inclusion of ar Applications in Curriculum
- •Introduction
- •Inclusion of ar Applications in Curriculum
- •Section 3 Next Generation of Learning: Catalysts and Considerations in Virtual Reality
- •Introduction
- •Impact of theory on research and practice
- •Influence of pedagogical agents on learning outcomes
- •Virtual Reality Environments Benefit From Iterative Design
- •Introduction
- •Introduction
- •Virtual Worlds
- •Integrating Technological Innovations to Enhance the Teaching-Learning Process
- •Virtual Reality in Practice
- •Virtual Reality to Support Student Learning
- •Institutional Support
- •Virtualy reality: past, present, & future
- •Virtual Reality in Education Today: Challenges and Opportunities
- •Compilation of References
Implementation Strategies
Implementation Strategies are a third component of the assessment matrix. After the development of the learning outcomes and the performance criteria, how would the 3-D virtual learning environment is implemented? Course developers and faculty members need to be able to answer the following questions as the implementation strategy is carefully crafted: “How will the outcomes be achieved?” and “Which course or program activities help to meet each outcome?” The course developers for the 3-D virtual learning environment tools should avoid broad goals for student achievement, e.g., students will be able to apply these concepts in subsequent courses in their educational program. The latter example would be too broad and not measurable. More important, course developers and faculty members need to allow students to meet the outcomes from the 3-D virtual learning environment and be able to apply in subsequent courses in their academic program. For example, if students are to learn the design process, or how to apply the concepts of supply and demand analysis to business applications, students must have an opportunity within their academic program to apply these concepts. The benefit of the latter is that the course developers and the faculty members will have a better idea how the learning tool(s) can be used in the curriculum and the impact it could have on subsequent outcomes of student learning.
Evaluation Methods
Evaluation methods, a fourth component of the assessment matrix, needs to be incorporated into the process of developing a 3-D learning environment. The purpose of developing effective evaluation methods is to determine if the program or a given course are providing the necessary outcomes for student learning. Valuation methods should attempt to answer the following questions: “What assessment methods will be used to collect data?” and “How will data be interpreted and evaluated?” Consequently, the evaluation methods should provide meaningful quantifiable guidelines that can be used in the evaluation process. Typically, the evaluation process would depend on the time and budgetary resources available. The development of the evaluation process should adhere to the following general guidelines:
What type of evaluation methods will be used? Quantitative, qualitative, formative, summative? The evaluation approach will depend on the outcomes that are specified earlier in the development of the assessment matrix.
It is not necessary to rely exclusively on one method but use a combination of methods, (e.g., quantitative and qualitative methods or mixed methods).
It may be difficult to obtain purely objective assessment results. However, there are advanced methods that can be used to assess these types of outcomes.
Prus and Johnson (1994) delved into the evaluation tools that can be used in a traditional classroom that can be readily extended to the 3-D virtual learning environment formats. These classroom assessments that can be used to compile data for the evaluation process:
Commercial, norm referenced standardized exams
Locally developed exams
Oral examinations
Performance appraisals
Simulations
Written surveys and questionnaires
Third party reports
Portfolios
Archival data
Behavioral observations
Exit interviews and other interviews
Timelines
The Timeline component of the assessment matrix asks when the evaluation will be conducted for the 3-D virtual learning environment tool. More specifically, following is the important question to be answered: “When will you measure?” The time to conduct the evaluation will depend on the types of outcomes that were created. For example, some outcomes require formative (midcourse) measurements; others are summative and can be put off until the completion of the course. In some cases it is best a combination of formative and summative assessments will work well. Some skills would take time to assess because the particular academic skill takes time to develop. Because of these skills, these evaluations may just take place at one point during the academic term. For developmental cognitive skills such as oral and written communication skills and critical thinking skills, these skills would be measured by formative assessments and would require assessment periodically as a means to remedy any deficiencies before it is too late. Technical knowledge from specific courses would be best assessed at certain points in the student’s academic program. Prus and Johnson (1994) stated there are no clear-cut guidelines to collect data; however, successful assessments often collect longitudinal data on students over the course of the student’s academic program. By doing the latter, faculty members can determine if the students are meeting the established learning outcomes. Typically, assessments should be periodic and one summative evaluation does not clearly provide any reasonable conclusions in regard to measuring changes in the learning outcomes of the students.
Feedback
The final part of the assessment matrix is feedback, and feedback is provided to the interested stakeholders, (e.g., faculty, students, other programs, accreditation bodies). The typical feedback questions that are asked include the following: “Who needs to know the results?”, “How can you convince stakeholders that the objectives were met?”, and “How can you improve your program and your assessment process?” Each of the stakeholders has different needs for the results of the evaluation and these specialized needs should be identified early so the appropriate evaluations can be conducted. To this end, the evaluation reports should be customized to meet the objectives of the appropriate audiences. Finally, if data collected does not provide value-added for any of the stakeholders, then the data should no longer be collected and disseminated.
FUTURE DIRECTIONS
A virtual world earning environment enables students to manipulate time and space, and students are able to learn content without risk and consequence. Despite these obvious advantages of learning in this virtual environment, how are learning outcomes effectively measured? What assessments are needed to ensure that learning actually occurred? Given that course developers must precisely know the learning objectives, course developers must develop the appropriate instructional strategies and learning activities to align with a virtual environment.
This discussion leads to the following two questions posed by Delgarno, Hedberg, and Harper (2002, p. 157).
What are the important characteristics of learning tasks within a 3-D environment that will facilitate the development of a spatial cognitive model?
What is the nature of the task support that is required for spatial knowledge development within a 3-D environment, and how should this support be provided within the environment?
This stand as questions to answer with future research. Once these questions are answered, course developers of 3-D virtual learning environments and faculty members will have evidence for best practice to maximize student learning. Finally, knowing precisely what and how to develop a 3-D virtual learning course, the course will do more than simply impress the students with technological “coolness”, but actually maximize student learning.
CONCLUSION
The delivery of education has changed dramatically in the past decade as the Internet usage soared exponentially and these changes in delivery has enabled students to purse an education that might have not been possible. In addition to the accessibility to education, 3-D virtual learning environments were introduced to help promote and enhance student learning. However, greater systematic research is needed to confirm that students are actually learning from the 3-D virtual learning environments. As with any form of evaluation, the research must be carefully crafted to assure that meaningful results are obtained. Until a more robust research design is developed for measuring 3-D virtual learning environments, course developers would need to rely mainly on qualitative feedback from students, faculty members, and other academicians that are using 3-D virtual learning environments to deliver an education.
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KEY TERMS AND DEFINTIONS
E-Learning: Learning conducted via electronic media usually on the Internet.
Logic Bubbles: A term to describe the set of values, needs, beliefs and experiences that a person sees the world through as described by Edward de Bono.
Lateral Thinking: Applying an indirect and creative approach for solving problems and using reasoning that is not immediately obvious by involving ideas that may not be obtainable by using only traditional step-by-step logic as described by Edward de Bono.
Oculus Rift: The Oculus Rift is a set of virtual-reality goggles that will work with computers or mobile devices.
Second Life: A free 3-D virtual world where users can socialize, connect, and create using free voice and text or chat.
Three-Dimensional (3-D) Learning Environment: This type of environment allows interaction with other networked individuals as well as manipulation of objects (Loeffler & Andersen 1994).
Three-Dimensional (3-D) Virtual Learning: Web-based virtual learning provides an opportunity for teaching and learning without the necessity of buying expensive technology and equipment.
Two-Dimensional (2D) Learning Environment: 2D Interactive environments are a form of virtual environment with figurative appearance. Frequently, avatars communicate in bubbles and there can be interactive objects and multimedia imports.
Virtual Worlds: A virtual world is a computer-based online community environment that is designed and shared by individuals so that they can interact in a custom-built, simulated world (techopedia.com).
Chapter 4
