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11 – 20 of over 35000
Article
Publication date: 19 April 2011

E.A. Obonyo

This paper aims to describe the deployment of an e‐learning environment for construction courses based on enhancing virtual computing technologies using agent‐based techniques.

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Abstract

Purpose

This paper aims to describe the deployment of an e‐learning environment for construction courses based on enhancing virtual computing technologies using agent‐based techniques.

Design/methodology/approach

This research involves designing and deploying a complex application that combines advanced visualisation, interactive management through complex virtual devices, distributed multi‐user communication and intelligent components. The proposed agent‐oriented methodology and resulting application organises construction knowledge into a structure that enables the students to undertake more self‐directed, systematic and scientific exploration.

Findings

There is great potential for experimenting with a wider variety of educational technologies such as “intelligent” virtual environments. This is a concept that needs further experimentation within construction courses to enrich students' learning with practice‐based experiences. The use of ageny‐oriented objects within simulations and modeling make the virtual learning environment a highly interactive experience. Attempts to do this using traditional intelligent tutoring systems have been frustrated by integrations challenges. Agent‐based systems can handle such challenges. The agent approach is also more efficient in analysing the impact of different decisions in various scenarios by automating the execution of repetitive, time‐consuming actions.

Research limitations/implications

This research identifies specific gaps in the existing e‐learning infrastructure that can be addressed using the intelligent agent paradigm. In particular, the research demonstrates how the notion of learning by actively exploring and controlling environmental variables can be best utilised in the selected domain by giving the learners the means to rapidly visualize the effects of their decisions.

Originality/value

Construction disciplines have increasingly embraced the use of advanced visualisation applications and display systems that allow students to gain a better understanding of the construction process and the resulting facility's performance. Existing efforts are based on image visualisation or animation detailed using, for example, Virtual Reality Modeling Language and 3D Studio Max‐based design animations and walkthroughs. None of these efforts has explored the use of an agent oriented, virtual tutoring approach. A comprehensive literature review established that of no formalised methodologies exist for deploying agent‐based virtual learning environments.

Details

Construction Innovation, vol. 11 no. 2
Type: Research Article
ISSN: 1471-4175

Keywords

Book part
Publication date: 28 September 2011

Randy Hinrichs

The part covers the planning process from the perspective of the instructor. Our global set of authors span Europe, Asia, and the Americas. The principle concept is that the…

Abstract

The part covers the planning process from the perspective of the instructor. Our global set of authors span Europe, Asia, and the Americas. The principle concept is that the science of learning, the cybergogy, that has emerged in technologies like virtual worlds requires faculty to think in terms of learning archetypes. As faculty plan for activities and ways to manage attention in activity-based learning environments, they will think in terms of building around avatars, engaged in finding things, and responding to critical incidences. In doing so, teaching and learning grows around visual stimulation, engagement, collaborative motivation, personal interest, context in the subject matter, and “contemporarity” of the learning environment. The process for teaching in virtual worlds mirrors other emerging technology. Educators need to lead by example, using the technology themselves to build their expertise. They must garner support from their stakeholders and create and engage in professional development courses that focus on virtual worlds so they can prepare and be prepared for delivering in the environment.

Details

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

Article
Publication date: 10 October 2017

Valerie Hill and K. Brant Knutzen

This research case study shares the partnership between librarians and educators to create a live digital literacy experience at The Quest (Camelot Project), a virtual world…

Abstract

Purpose

This research case study shares the partnership between librarians and educators to create a live digital literacy experience at The Quest (Camelot Project), a virtual world medieval simulation. The purpose of the partnership was to gain understanding of the learning elements addressed with a group of participants from across the globe, working at various skill levels and interacting with an immersive virtual world simulation.

Design/methodology/approach

Using field notes, machinima and interviews (participatory action research), the study identifies learning elements within three contexts: technological, pedagogical and content. Learners cycle toward intended learning outcomes in a virtual-world treasure hunt game from the perspective of both designers and participants.

Findings

Findings of the case study illustrate the value of collaboration in a digital game-based learning (DGBL) environment through scaffolding of knowledge and skills in a virtual world. Findings exemplify the experiential learning cycle within a virtual world for constructing learning, and support a proposed new theoretical framework of technology-mediated learning which may help educators in both design and implementation.

Originality/value

As virtual worlds and immersive learning opportunities continue to expand for learners and educators, this study shares the value of experiential learning from the perspective of both the teacher and the learner. Socially constructing knowledge and acquiring skills across distance with a team of librarians and educators are innovative examples of DGBL in an alternative reality setting.

Details

Information and Learning Science, vol. 118 no. 9/10
Type: Research Article
ISSN: 2398-5348

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

2040

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: 24 November 2021

Asif R. Khan and N. Lakshmi Thilagam

The unparalleled crisis due to the COVID-19 pandemic has displaced the existing normal in every field of higher education. Especially architecture education with high dependence…

Abstract

Purpose

The unparalleled crisis due to the COVID-19 pandemic has displaced the existing normal in every field of higher education. Especially architecture education with high dependence on institutional studio based pedagogical participation has been affected. Consequently, there is a critical necessity to reinvigorate pedagogical approaches in order to ensure continuity of pedagogical pursuits.

Design/methodology/approach

A systematic approach is used to conduct an interdisciplinary study. The research mainly attempts to externalize the basics of virtual design studio composition. In concurrence role of instructional design in providing an underlying framework for enabling virtual discourse is also explored. Primarily, the process commenced by identifying objectives and queries which needed to be addressed. In order to deal with the concerns rationally, the research used exploratory approach. The primary data were based on focus group interactions. The secondary data were based on relevant subject-oriented literature reviews; explicit information based. Explanatory mode of analysis is used to interpret the outcome.

Findings

A pedagogical design; an instructional design process model for effectively structuring the virtual design studio has evolved as part of the research. In addition detailed insights have been derived about the key integrals that make up the constituent phases of the virtual design studio.

Research limitations/implications

The research provides insights into the methodological structure of virtual design studio. The inferences would provide the pedagogues a comprehensive and rational overview to envision and conduct architecture studio discourse virtually.

Originality/value

The study presents a unique contribution to the limited literature available on virtual design studio pedagogy and instructional design in virtual mode.

Article
Publication date: 10 June 2021

Mi Tang, Hongmei Zhou, Qingyan Yan, Ruoyu Li and Hui Lu

Healthcare employs informatics to offer its services through information technology where the social network can aid virtual medical learning. Since the usage of the internet and…

Abstract

Purpose

Healthcare employs informatics to offer its services through information technology where the social network can aid virtual medical learning. Since the usage of the internet and other electronic tools for medical services delivery is at the initial stage, it is essential to examine the factors that condition patients and medical elements in a virtual environment can develop relationship models on the health services. So, the authors have systematically reviewed virtual medical learning and offered some suggestions for the upcoming works. The authors have also discovered gaps in the state-of-the-art papers and provided solutions for them.

Design/methodology/approach

Numerous novel advancements have changed the old exercise of therapeutic and analytic learning. Virtual spaces have quickly turned into a section of the learning technology vision. Given the importance of its achievements and endless low-cost expansion of the educational system, virtual education has been considered as one of the issues raised by the information communities. Medicine and health are some of the most important fields in virtual technologies. Hence, in this paper, we have used a systematic literature review to deeply examine virtual medical learning. After establishing exclusion and inclusion criteria, an independent systematic search in Google Scholar, ACM, Scopus, Eric, Science Direct, Springer link, Emerald, Global ProQuest and IEEE for relevant studies have been performed, and 21 papers have been analyzed. Detailed data have been mined out of the papers.

Findings

The authors have found that virtual medical learning improves and expands the knowledge core and meaningfully affects the exercise. Virtual learning (VL) has been used in many therapeutic zones, like therapeutic learning, surgery, diagnosing, combining and regularizing processes. It has presented a fundamental access point and a referral mechanism for all of a course's component communities. It can also simplify communicative education, allowing learners to get abilities before applying them in a real-world situation. Also, the communicative characteristics of different VL programs can somehow be like direct teaching.

Research limitations/implications

Some excellent work may be removed owing to applying the filters to select the primary papers. Surveying all the documents on the topic of virtual medical learning is impossible, too. Nevertheless, the authors have tried to present a perfect survey of virtual medical learning. The results will be helpful for scholars to propose better virtual medical learning techniques.

Practical implications

E-learning has become an indispensable additional learning tool in medical education. The introduction of new learning technologies, the exponential growth of Internet usage and the advent of the World Wide Web can change the face of higher education. The results will be helpful for scholars for the upcoming works. The application of a literature review of partial least squares theory was useful for offering comprehensive literary coverage and completing the knowledge development analysis. The authors have backed scholars and experts for better understanding the development of virtual medical learning systems via presenting comparative data and scrutinizing the present advances.

Originality/value

The paper enhances intellectual knowledge by improving the conception of virtual medical learning. It informs the development, use of virtual medical learning and the upcoming works. The lack of comprehensive papers in this field has increased the importance of this paper. The present paper can handle the pace of publications.

Open Access
Article
Publication date: 6 July 2022

Sulaimon Adewale and Muyideen Babatunde Tahir

The onus of this study was to find out the role played by virtual learning environment factors on students' satisfaction during the COVID-19 period in Nigeria. A survey was…

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Abstract

Purpose

The onus of this study was to find out the role played by virtual learning environment factors on students' satisfaction during the COVID-19 period in Nigeria. A survey was carried out on students in higher education institutions in Nigeria to actualize this purpose.

Design/methodology/approach

Simple random sampling techniques with the aid of Krejcie and Morgan's (1970) sample determinant and the Snowball sampling technique were adopted to sample 270 students in higher education institutions in Nigeria. An adapted questionnaire was used. Cronbach alpha coefficients were calculated for the two sections of the independent and dependent variables. Virtual learning environment factors yielded 0.89, while students' satisfaction yielded 0.87. Data were analyzed using descriptive statistics, Pearson product–moment correlation, two-way ANOVA and linear regression analysis.

Findings

The results of the ANOVA, F (df 4, 265) = 50.905, p < 0.000, indicate a statistically significant relationship (stronger than 0.05) between the independent variables (virtual learning environment factors) and the dependent variable (students' satisfaction). It was found among others that instructors' support and collaboration factors predicted students' satisfaction with virtual learning experiences during the COVID-19 period.

Originality/value

Virtual learning during COVID-19 caught both lecturers and students unprepared. Most developing countries especially Africans were used to the traditional face-to-face learning, more so, the use of virtual means to learn was still at a nascent stage. This study, therefore, contributed to the role of the learning environment in virtual learning satisfaction.

Details

Asian Association of Open Universities Journal, vol. 17 no. 2
Type: Research Article
ISSN: 1858-3431

Keywords

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: 10 August 2015

Leopold Bayerlein

The purpose of this paper is to discuss major criticisms of traditional undergraduate accounting programmes and to introduce virtual internships as a curriculum innovation that…

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Abstract

Purpose

The purpose of this paper is to discuss major criticisms of traditional undergraduate accounting programmes and to introduce virtual internships as a curriculum innovation that addresses these criticisms.

Design/methodology/approach

The main aim of the paper is to inspire curriculum innovation in accounting programmes though the introduction and discussion of virtual internships as a contemporary teaching model.

Findings

The paper provides a detailed outline of the virtual internship model, its advantages and disadvantages, and its development in practice.

Originality/value

The paper is likely to be most relevant for academics in undergraduate accounting programmes because it provides a practical guide to the development of this curriculum innovation.

Details

Education + Training, vol. 57 no. 6
Type: Research Article
ISSN: 0040-0912

Keywords

Article
Publication date: 2 January 2020

Su-Mae Tan, Tze Wei Liew and Chin Lay Gan

The aim of this paper is to examine the effects of a learner’s regulatory focus orientation and message frame of a motivational virtual agent in an e-learning environment.

Abstract

Purpose

The aim of this paper is to examine the effects of a learner’s regulatory focus orientation and message frame of a motivational virtual agent in an e-learning environment.

Design/methodology/approach

On the basis of quasi-experimental design, university sophomores (n = 210) categorized as chronic promotion-focus, chronic prevention-focus or neutral regulatory focus interacted with either an agent that conveyed gain-frame message or an agent that conveyed loss-frame message to persuade learners to engage with the e-learning content. Statistical analyses assessed the effects of regulatory focus and message frame on agent perception, motivation and cognitive load.

Findings

The results of this paper did not support the hypotheses that chronic promotion-focus learners will benefit more with gain-frame agent than a loss-frame agent, and that chronic prevention-focus learners will benefit more with loss-frame agent than a gain-frame agent. There were main effects of message frame (albeit small effects) – the loss-frame agent was perceived to be more engaging, induced higher motivation and prompted higher germane load than the gain-frame agent. With gain-frame agent, chronic promotion-focus learners had higher motivation toward the e-learning task than other learners.

Originality/value

Prior studies have examined regulatory focus and message frame with agents simulating virtual health advocates. This paper extended on this by examining these roles with a persuasive agent simulating virtual tutor in an e-learning environment.

Details

Information and Learning Sciences, vol. 121 no. 1/2
Type: Research Article
ISSN: 2398-5348

Keywords

11 – 20 of over 35000