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Article
Publication date: 1 October 2002

Chris Evans and Jing Ping Fan

Lifelong learning has come to involve a variety of learning experiences. These include conventional campus teaching, workplace open learning, modular flexible learning programmes…

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Abstract

Lifelong learning has come to involve a variety of learning experiences. These include conventional campus teaching, workplace open learning, modular flexible learning programmes, correspondence‐based distance learning courses, and most recently Web or multimedia‐based courseware. This paper considers the use of multimedia environments for open, flexible and distance education, in particular a learning environment known as the “Virtual University” as part of a process of lifelong learning. A comparison of different modes of learning is made. The Virtual University consists of virtual lectures, virtual seminars, virtual tutorials and virtual exams. It has a number of advantages over both formal lectures and conventional open learning materials, such as interactivity, adaptation, simulation, demonstration and integration. A questionnaire survey was conducted to assess the effectiveness of the Virtual University, and the results indicate an enhancement of the overall learning experience.

Details

Campus-Wide Information Systems, vol. 19 no. 4
Type: Research Article
ISSN: 1065-0741

Keywords

Article
Publication date: 29 May 2009

Paz Susan Cabanero‐Johnson and Zane Berge

The purpose of this paper is to provide description and an analysis of two worlds colliding where real‐world roles or ideas play out in a virtual dimension. Inhabited by digital…

1427

Abstract

Purpose

The purpose of this paper is to provide description and an analysis of two worlds colliding where real‐world roles or ideas play out in a virtual dimension. Inhabited by digital natives, the virtual world in a learning organization is a journey back to the future of microworlds where the only limitation is one's imagination.

Design/methodology/approach

In 1990, when computer technology flexs its range of useful possibilities, Senge envisions its practical application in a learning organization. He purports the use of computer simulations which he calls microworlds, as a virtual sandbox for learning. His vision, is expanded today, means virtual worlds that co‐exist with the real world. Second life is an example of that virtual world. The possibilities for learning inherent in this virtual world seem limitless in a knowledge‐driven, global society hungry for the next creative and innovative way of transforming the world, real or virtual.

Findings

Digital natives are the drivers of change who will explore the brave new world of computer simulations. As simulations become more technologically infuse with artificial intelligence, its application for education and learning will broaden and expand. Unlike the static interface of a textbook, which shows limitations in content scope and delivery, this virtual world knows no limits in knowledge expansion. Validated course content, formal and informal knowledge contributions from peers and experts alike, networked knowledge coming from Web resources and the internet enrich the learner's ability beyond measure to experience the world and know it better and more intimately.

Practical implications

The emergent technology of virtual worlds utilizing simulations of real life work situations is a throwback to the microworlds of yesterday. They are ideal for conducting thought experiments that deepen with experiential understanding. This technology‐mediated form of learning affords the opportunity to experience the results of an action which may take a lifetime to learn in real time. This virtual world allows decision‐making but eliminates the risks of serious, unintended consequences. It is a wonderful resource for living vicariously experiences which are unavailable or unlikely in the real world.

Originality/value

Virtual simulations are useful for learning concepts, ideas, and assumptions that are difficult to perform or test in the physical dimension. Digital natives, people who were born in the 1980s, explore Second Life, and the paper discusses the value of this virtual world.

Details

The Learning Organization, vol. 16 no. 4
Type: Research Article
ISSN: 0969-6474

Keywords

Book part
Publication date: 28 September 2011

Jennifer L.V. Sparrow, Samantha J. Blevins and Aimee M. Brenner

This chapter provides information on using virtual worlds for faculty and teacher professional development. The information presented in this chapter has been discovered through…

Abstract

This chapter provides information on using virtual worlds for faculty and teacher professional development. The information presented in this chapter has been discovered through an examination of relevant literature with regard to utilizing virtual worlds in higher education. Among topics explored, the authors discuss the following: information regarding theoretical frameworks of teaching and learning, including social constructivism, experiential learning, and problem-based learning; the process for teaching instructors how to use virtual worlds across a variety of curricula; modeling of good practices in teaching and learning in a simulated environment; and the process of teaching faculty how to teach with virtual worlds. In addition, issues of access, technology needs, student training, expectations, and assessment within virtual worlds are discussed. Examples of faculty development including single workshops and entire conferences are shown with specific focus on successes and challenges of conducting these activities within a virtual worlds. In presenting these examples, it is hoped that individuals in higher education will gain a better perspective of utilizing virtual worlds in their practice.

Details

Transforming Virtual World Learning
Type: Book
ISBN: 978-1-78052-053-7

Keywords

Book part
Publication date: 3 August 2017

Matt Bower

This chapter synthesizes findings from the reviews of education using Web 2.0, social networking, mobile learning, and virtual worlds, in light of the earlier chapters on context…

Abstract

This chapter synthesizes findings from the reviews of education using Web 2.0, social networking, mobile learning, and virtual worlds, in light of the earlier chapters on context, technology, pedagogy, content, and design. Benefits and issues associated technology-enhanced learning are generalized, with an important finding being the quite different ways that different technologies contribute to each. Twenty technology-enhanced learning design principles are derived from abstracting the Web 2.0, social networking, mobile learning, and virtual worlds literature. The benefits, issues, and technology-enhanced learning design principles are then related to one another by virtue of 13 clusters of concerns, namely pedagogy, access, communication, content representation, collaboration, motivation and engagement, vicarious learning and reflection, digital learning capabilities, assessment and feedback, student-centered learning, learning communities, protecting students, and teacher support. The analysis enables the general learning technology literature to be linked to concrete examples and evidential sources, so that educators and researchers can construct a deep and connected understanding of technology-enhanced learning design.

Details

Design of Technology-Enhanced Learning
Type: Book
ISBN: 978-1-78714-183-4

Book part
Publication date: 3 August 2017

Matt Bower

The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other…

Abstract

The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other learning technology platforms, but their use also raises several pertinent issues that warrant consideration. This chapter reviews the educational use of virtual worlds from a design perspective. Virtual-world definitions are explored, along with their key educational characteristics. Different virtual-world environments are briefly contrasted, including Second Life, Active Worlds, Open Sim, and Minecraft. A wide variety of virtual-world uses in schools and universities are examined so as to understand their versatility. Key educational benefits of virtual worlds are distilled from the literature, such as the ability to facilitate 3-D simulations, role-plays, construction tasks, and immersive learning. Emergent issues surrounding the use of virtual worlds are also analyzed, including cognitive load, safety, and representational fidelity. One higher education and one school level vignette are provided in order to offer more detailed insight into the use of virtual worlds in practice. Recommendations for learning design and implementation are presented, based on the thematic analysis of contemporary virtual-worlds research.

Details

Design of Technology-Enhanced Learning
Type: Book
ISBN: 978-1-78714-183-4

Article
Publication date: 1 January 2012

Irakli Gvaramadze

The current paper focuses on the increasing demand for generic competences both from governments and industries. Despite this fact, there is insufficient awareness and information…

Abstract

Purpose

The current paper focuses on the increasing demand for generic competences both from governments and industries. Despite this fact, there is insufficient awareness and information in education systems on how to equip graduates with appropriate generic competences for the world of work and citizenship. This is even more complicated in online virtual learning programmes where face‐to‐face communication is excluded in the design and implementation of the programme curriculum. The paper seeks to question if it is possible to develop generic competences in an online virtual learning environment.

Design/methodology/approach

For this purpose, the research develops a theoretical framework based on the generic competences, learning content, learning support and learning activities. The paper argues that an online virtual learning curriculum design differs from a traditional face‐to‐face classroom environment in terms of learning content, learning activities and nature of learning support. Taking these elements in designing online virtual learning programme would promote acquisition of generic competences among the students.

Findings

The research examines possibilities of the online virtual learning platform ALUD (Aprendizaje en Linea de la Universidad de Deusto) at the University of Deusto, Spain, to develop generic competences online. The research demonstrates opportunities of the online virtual learning platform ALUD to develop and practice generic competences among students even without actual and traditional face‐to‐face educational communication.

Originality/value

The paper explores generic competence development through the online virtual learning platform ALUD at the University of Deusto, Spain. It examines possibilities of online education platform of the University of Deusto to produce alignment between what is espoused through the curriculum, what is enacted and how students experience learning through a virtual learning programme in order to develop their generic competences online. The paper argues that the virtual learning platform ALUD provides many opportunities for learners to develop and practise their generic competences even without actual and traditional face‐to‐face educational programmes.

Article
Publication date: 6 May 2017

Kung Wong Lau, Chi Wai Kan and Pui Yuen Lee

The purpose of this paper is to discuss the use of stereoscopic virtual technology in textile and fashion studies in particular to the area of chemical experiment. The development…

Abstract

Purpose

The purpose of this paper is to discuss the use of stereoscopic virtual technology in textile and fashion studies in particular to the area of chemical experiment. The development of a designed virtual platform, called Stereoscopic Chemical Laboratory (SCL), is introduced.

Design/methodology/approach

To implement the suggested educational approaches of SCL, a set of teaching and learning materials with emphasis on the application methods was revised from the existing subjects. The architecture of SCL includes building of virtual objects with the Autodesk software Maya and designing of interactivity by using Unity, a game engine system. Prototype version of the SCL has been passed to selected academic colleagues and students for further evaluation and application feedback.

Findings

Textile students can conduct laboratory experiments associated with coloration and finishing of textile technologies in a stereoscopic 3D and multisensory laboratory, and hence enhance their learning experience. With the use of SCL, students can learn relevant experiment tools, experimental processes, procedures, and safety and health precautions.

Originality/value

There is very limited educational or training approach in applying stereoscopic virtual reality in teaching activities. In the area of textile experiment, the authors could say it is virtual and does not exist in current research domains.

Details

The International Journal of Information and Learning Technology, vol. 34 no. 3
Type: Research Article
ISSN: 2056-4880

Keywords

Article
Publication date: 13 July 2015

Kung Wong Lau

This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual

2067

Abstract

Purpose

This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual technologies, in particular to the stereo3D virtual reality, has fundamentally changed the ways in which organizations train their employees. However, in academic or professional studies, there is hitherto, very limited research has been found in understanding the framework of distributed organizational learning in stereo3D virtual reality.

Design/methodology/approach

The aim of this research is to investigate the employees’ learning achievement in both the conventional in-house training program and distributed organizational learning approach in a designed stereo3D virtual reality to deepen our understanding of this undiscovered framework. In all, 76 employees from local fashion and apparel organizations were recruited in this empirical study. The quasi-experimental method was adopted to compare the experimental and control groups. The criterion-referenced assessment scale was applied as a post-test to assess employees’ learning achievement in a customer service management training course. A tailor-made stereo3D virtual learning environment was established to conduct the virtual training program.

Findings

Surprisingly, the results of this research found no significant difference in both the groups, which indicates that, nowadays, the two completely different learning formats have become similar in organizational learning practices.

Originality/value

This research, therefore, suggests a new organizational learning framework with three components: a blended in-house training, a distributed enhancement program in stereo3D virtual reality and an organizational memory system.

Details

The Learning Organization, vol. 22 no. 5
Type: Research Article
ISSN: 0969-6474

Keywords

Article
Publication date: 14 January 2022

Gloria Lihotetso Matee, Nthabiseng Motlohi and Palesa Nkiwane

This study aims to investigate emerging perspectives and challenges which teaching staff and students in the Faculties of Business and Accounting, Health and Education as well as…

Abstract

Purpose

This study aims to investigate emerging perspectives and challenges which teaching staff and students in the Faculties of Business and Accounting, Health and Education as well as Computing encountered in using Virtual Collaborative Learning during their classes in one accredited institution of higher education in Maseru district Lesotho. Previously conducted studies reveal that although similar studies to the current one have been conducted in different countries across the globe, conducting them in another different country such as Lesotho and in a different context might provide new information.

Design/methodology/approach

The study draws on Lev Vygotsky’s social constructivism as the theoretical framework because it is relevant and appropriate. The study was buttressed by constructivism paradigm, qualitative design as well as a qualitative case study. A purposive sampling technique was used in this study. A sample of 35 students and 11 teaching staff from the 3 respective faculties were used as participants of the study. This qualitative case study was based on online questionnaires issued to the participants using emails for data collection. Data were generated based on the themes which emerged.

Findings

The findings of the study suggest that majority of students found Virtual Collaborative Learning helpful and a user-friendly tool. However, lack of resources, clear instructions from the teaching staff and cooperation, internet connectivity issues, as well as data expenses have been identified as stumbling blocks that discourage students’ satisfactory engagement in Virtual Collaborative Learning. The findings further revealed various strategies including encouraging students to cooperate, grading students’ participation on online platforms and consultations could be used to overcome the challenges encountered in using Virtual Collaborative Learning. For generalisability and understanding of the breadth of the students and teaching staff experiences and challenges of Virtual Collaborative Learning, the authors recommend further study to be conducted on a larger representative sample, using the established themes of the current study.

Research limitations/implications

Using face-to-face interviews and classroom observations for data collection would have been more suitable for a qualitative methodology. However, due to COVID-19 regulations that restrict contact and limit lessons on online platforms, an online questionnaire was used for data collection.

Originality/value

This research reveals emerging perspectives and challenges which are encountered by teaching staff and students while using Virtual Collaborative Learning in one institution of higher education in Maseru Lesotho.

Article
Publication date: 1 June 2004

Peter W. Stonebraker and James E. Hazeltine

This study defines, examines, and measures the effectiveness of a corporate virtual learning program. Initially, distinctions between traditional and virtual learning and…

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Abstract

This study defines, examines, and measures the effectiveness of a corporate virtual learning program. Initially, distinctions between traditional and virtual learning and university and corporate programs are defined. Then, based on the literature, an integrative model of the perceived effectiveness of a virtual learning environment is developed and examined. The demographics, perceptions, and success of participants in a practitioner certification instruction program sponsored by a Fortune 50 firm are found to be related to persistence and success in the program, as well as to the effectiveness of knowledge transfer. Conclusions and recommendations for further study are offered.

Details

The Learning Organization, vol. 11 no. 3
Type: Research Article
ISSN: 0969-6474

Keywords

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