exploiting 3d virtual environments
Post on 18-Dec-2014
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Agathi Deligiannakou Anastasia Papavasileiou
Eleni Polymeraki Christina Volioti
Apostolos Mavridis Thrasyvoulos Tsiatsos
Yevgen Revtyuk Lilya Kolesnyk
Department of Informatics Faculty of Management
1) Introduction
2) About EICL Project
3) Scenario of the Educational Activity
4) Design of the Virtual Place for Supporting Role Playing Games
5) Evaluation
6) Conclusions
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GBL: Excellent tool for facilitating situated learning
promoting active learning
Transfer of an educational activity from the traditional classroom to a virtual world
Collaboration between two universities of different disciplines and from different countries in the context of EICL
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2 main goals
Virtual & international collaboration
among postgraduate students from AUTH and IFNTUOG
for implementing the game-based scenario in the virtual educational place
With the use of an open source platform (OpenSim)
Conducting of the game-based collaborative learning activity
undergraduate students of IFNTUOG
“Investment Management” subject
IFNTUOG provided the scenario
AUTH created the virtual environment to support it
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Hypotheses to be assessed 1. If the virtual world and the representations of
the objects were understandable
2. If the students prefer to conduct this activity through the virtual or traditional classroom
3. If OpenSim is suitable for collaborative distance learning role-playing scenario
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International binomial between a Greek and an Ukrainian university to support:
International co-operation of teachers & students…
in order to improve the learning process…
by using e-tools in pilot courses
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Timeline of the steps and the collaboration
2 weeks 3 weeks 1 week 1 week 1 week 1 week
Communication and collaboration between AUTH team and IFNTUOG assistant (via e-mail or skype)
First familiarization session of IFNTUOG tutor (face-face)
Creation of the virtual world by AUTH team
Second familiarization session (of IFNTUOG assistant)
Third familiarization (of IFNTUOG undergraduate students)
Improvement of the Virtual place by AUTH team
Online Role Playing Simulation
Evaluation, Statistics & Conclusions
IFNTUOG students participated as:
try themselves as a part of one of the investments process negotiating sides calculate payback term & cost of the project, analyze their decisions
in conditions of limited time
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Roles
1. Tutor’s familiarization
2. Assistant’s familiarization Guide her in the virtual world & show functionalities
Comments & improvements
3. Undergraduate student’s familiarization Navigation & use of objects
AUTH team made corrections & took recommendations
Sent a pre-test questionnaire
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Outside the Virtual World Process lasting 20’
Start-uppers received the detailed description of their project
calculated its cost prepared their presentation
Investors got the description of the Start-upper’s project
different in some details each had his own amount of money decide with the whole Committee whether to invest or not
Moderator was the teacher’s assistant from IFNTUOG
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Inside the Virtual World
Passing through the Role Assignment Room to choose outfit depending on the role
Technical Supporters uploaded the presentations
In the Conference Room
each start-upper met the Credit Committee and tried to persuade them to invest – 5’
Investors asked questions & made a decision – 5’
Moderator was observing, announced which side has been more benefited, made a short discussion with the audience – 5’
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OpenSim is an open source platform for hosting virtual worlds based on client-server architecture
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Welcome area
Role Assignment Room
Conference Room
Simulation
Role Assignment
Room
Clothing Boxes
Conference Room
Chairs
Board
Clock
Discussion
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Method of evaluation cycles [1 cycle]
Pre-analysis phase
Questionnaire about user’s profile
Usability phase
Expert’s evaluation
Student’s familiarization
Learning phase
12 students answered 64 questions about the virtual world and its objects
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H1: If the virtual world and the representations of the objects were understandable
Student’s experience in the conference room was satisfactory
Most of them agreed that the objects reminded them a real world conference room
All students changed slides easily
92% understood where they should sit down, depending on their roles
75% understood the usability of timer
○ Only the 42% said it was helpful
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H2: If the students prefer to conduct this activity through the virtual or traditional classroom 85% would be interested
to attend lectures through OpenSim
92% found the virtual collaboration more interesting
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H3: If OpenSim is suitable for collaborative distance learning & for role-playing scenario
77% would like to participate in more virtual collaborative activities
Students described the process efficient and suitable for collaboration
The majority said they would use OpenSim in the future
42% thought it was easier to collaborate through OpenSim
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Experience evaluation after interview Communication was fast & efficient –technology definitely helped
Collaboration was fruitful
Different terminology, culture & language did not cause any difficulties
Pleased with the outcome
For computer specialists: Co-existence of Computer Science with another subject is interesting
ICT is a science that can facilitate all others
For investment managers: Students were interested in using OpenSim into real situations
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Integration of Sloodle in OpenSim’s environment Users will be able to transfer digital learning material from Moodle to
OpenSim
Calculator Users will be able to make calculations inside the virtual world using a
virtual calculator
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