learning experience+ within 3d immersive worlds

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www.immersive- worlds.com www.immersive- worlds.com Learning Experience+ within 3D Immersive Worlds Niki Lambropoulos * Stylianos Mystakidis Immersive Worlds Team LANETO Group CSIS Wrocław, Poland, 9 - 12 September, 2012 http:// fedcsis.org/node/197 kshop Organised by Habib Fardoun

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FedCSIS Wrocław, Poland, 9 - 12 September, 2012 http://fedcsis.org/node/191 Workshop Organised by Habib Fardoun Learning Experience+ within 3D Immersive Worlds

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Page 1: Learning Experience+ within 3D Immersive Worlds

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Learning Experience+ within 3D Immersive Worlds

Niki Lambropoulos * Stylianos MystakidisImmersive Worlds Team LANETO Group

FedCSIS Wrocław, Poland, 9 - 12 September, 2012 http://fedcsis.org/node/197 Workshop Organised by Habib Fardoun

Page 2: Learning Experience+ within 3D Immersive Worlds

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Agenda

• Accelerate eLearning• Zone of Proximal Flow (ZPF)• Collaborative Project Based eLearning (CPBeL)• Immersive Worlds• 3D VIRTUAL IMMERSIVE ENVIRONMENTS – Second Life

• User/Learner eXperience+ (U/LX+) • Conclusions

Page 3: Learning Experience+ within 3D Immersive Worlds

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1. R stands for Reaching/Repeating2. E stands for Engagement3. P stands for Purposefulness4. S stands for Strong, Direct, Immediate

Feedback5. E stands for Student’s Experience

(Lambropoulos et al, 2011)

Accelerate Learning by REPSE

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Accelerate eLearning

Students’ Hidden Potential

(Lambropoulos et al, 2011)

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Zone of Proximal Flow

Extract of Figure from Repenning, A. "Programming Goes to School", B. CACM, 55, 5, May, 2012.

ZPF

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ZPF 10 Immersive Factors

1. Clear goals as challenge level and skill high level 2. Concentration and focused attention3. Loss of feeling4. Distorted sense of time5. Direct and immediate feedback6. Balance between ability level and challenge 7. Sense of personal control over the situation or activity8. The activity is intrinsically rewarding, so there is an

effortlessness of action9. Lack of awareness of bodily needs10. Absorption into the activity.

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ZPF 3 Immersive Conditions

1. Orchestrating activities with a clear set of goals so to provide direction and structure to the task (Collaborative Project-Based Learning)

2. Balancing between the perceived challenges of the task and own perceived skills. One must have confidence that he or she is capable to do the task at hand.

3. Providing clear and immediate feedback to adjust performance so to reach the targets.

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PROBLEM

• Online environments suffer from reduced capacity to support such activities

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Purpose – Common Purpose

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Presence – Co-Presence

• Intimacy (closeness) as the interpretation of the degree of interpersonal interactions (Argyle & Dean, 1965)

• Immediacy (directedness) as psychological distance (Wiener & Mehrabian, 1968)

• The degree of salience (stands out) of the other person in a mediated communication and the consequent salience of their interpersonal interactions (Short and colleagues, 1976:65)

• The degree by which a person was perceived as real in an online conversation (Meyer, 2002)

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Engagement Factors

1. Perception via the senses 2. Action via the body/kinaesthetic – physical body

functions3. Emotion via the heart – emotional & instinctual

nature functions4. Cognition via the mind – rational consciousness

functions5. Co-creativity via imagination & intuition – higher

consciousness thinking functions 6. Combinations of the above

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Groups *Networks *Communities

• Virtual Collaboration within IW• Team knowledge building• Creating creativity: Users’ generated context

provides the background for new collaboration– Collect-relate-create-donate (Ben Shneiderman)– Participatory problem solving– Social innovation

• Collaborative consortia• Open Education

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User Total eXperience (UX)

• ISO: User eXperience (UX) is – a person's perceptions– responses – resulting from • use and/or• anticipated use of a product, system or service

• UX is subjective • UX focuses on the use

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User/Learner Experience (U/LX+)

• Make learning interesting & fun• Engage the learner

– Have a clear & focused purpose– Be present– Be in a state of constant flow– Connect with each other

• Design: Understanding Users as Learners – Usability– Pedagogical usability– Mental & conceptual models– Joy, enthusiasm, humour – Other psychological factors

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7 Virtual Immersive Environments Sensibilities

1. Sense of Self2. Death of Distance3. Power of Presence4. Sense of Space & Scale5. Capability to Co-Create6. Pervasiveness of Practice7. Enrichment of Experience

Kapp & O’Driscoll, 2010

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Avatars in Second Life

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IW Team @Second Life

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Open Workshop on Information Literacy (University of Patras)

• Open, Free, Blended Educational Program• Activity-based Instructional Design• Audience: Graduate & PhD Students• Synchronous Weekly Meetings in Second Life• Asynchronous Learning Activities in a

collaborative environment (wiki - http://openworkshop.pbworks.com)

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Open Workshop on Information Literacy (3D Virtual Immersive Environment)

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Virtual Field Trips

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Immersion in Collaborative Activities in Groups

Work Methods

• Voice• Text Chat (private

& group)• Integration & use

of Web 2.0 applications

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Summary

User/Learner eXperience+ (U/LX+) Purpose Presence & Co-presence Zone of Proximal Flow (ZPD) Engagement factors Groups *Networks *Communities

• Accelerate Learning by creating a Strong Vibration to Remember

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Niki LambropoulosStylianos Mystakidis

Immersive Worlds Team