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21 – 30 of over 35000
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

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

Article
Publication date: 29 March 2023

Mirza Rayana Sanzana, Mostafa Osama Mostafa Abdulrazic, Jing Ying Wong, Jaya Kumar Karunagharan and Jason Chia

This paper presents two educational gamified virtual labs and investigates different methods of including gamified elements in virtual labs used for teaching. The purpose of this…

Abstract

Purpose

This paper presents two educational gamified virtual labs and investigates different methods of including gamified elements in virtual labs used for teaching. The purpose of this study is to investigate if immersive gamified virtual labs can be used as effective pedagogical tools by properly incorporating them into higher education curricula to assist low-risk active learning and student engagement.

Design/methodology/approach

This research design comprises two gamified virtual labs including nine essential experiments of biology and chemistry integrated into the higher education curriculum of the Foundation of Science at an international University. Students filled in a survey after participating in the lab to shed light on appropriate ways of using gamification approaches in virtual labs.

Findings

From the predominant findings of the study, gamified virtual labs increase student involvement thereby enhancing knowledge development with active learning and may be a potentially suitable pedagogical tool for low-risk interactive learning.

Research limitations/implications

Limitations of the study include findings based on gamified virtual labs but not comparing the gamified virtual labs to simple virtual simulations to further investigate the pedagogical approach and understand the student perceptions in a simple virtual simulation and a gamified virtual lab.

Practical implications

The findings of this study will provide evidence that gamified virtual labs integrated into higher education curricula as supplementary tools for laboratory experimentation improve the educational delivery process.

Originality/value

This research highlights an appropriate way of integrating 3D virtual labs into practical curricula while discussing the benefits.

Details

Journal of Applied Research in Higher Education, vol. 16 no. 1
Type: Research Article
ISSN: 2050-7003

Keywords

Article
Publication date: 1 July 2005

Sandra Jones and Jackie McCann

The paper argues that virtual situated learning environments (VSLE), designed as authentic learning experiences, can provide managers with broader learning opportunities while…

976

Abstract

Purpose

The paper argues that virtual situated learning environments (VSLE), designed as authentic learning experiences, can provide managers with broader learning opportunities while also cater for the learning needs of the increasing number of peripatetic managers.

Design/methodology/approach

An action learning methodology, using first person observation of practice, was used. This first person observation is inclusive of the designers and facilitators of the VSLE (the authors), and of the managers participating in virtual professional practice activities as students. This methodology was chosen in recognition of the need to qualitatively demonstrate the effectiveness of the VSLE for management education.

Findings

The findings suggest that on‐line learning environment has, when designed to supplement rather than replace face‐to‐face (F2F) learning, significant advantages for the peripatetic manager.

Research limitations/implications

It is recognised that there are limitations in generalising from particular case studies, particularly when a first‐person action methodology is undertaking. However, this needs to be weighed against the opportunity provided to present the qualitative depth, particularly important when dealing with the intangibility of knowledge.

Practical implications

The implications are that the on‐line learning environment has significant potential for augmenting the F2F environment for managers, particularly in providing the flexibility required by the increasing number of managers working in a global workplace.

Originality/value

The research has significant value for both peripatetic managers seeking to engage in learning environment and universities and academics seeking to provide learning opportunities that are both accessible to, and relevant for, managers, particularly the newly emerging, geographically flexible managers.

Details

Journal of Workplace Learning, vol. 17 no. 5/6
Type: Research Article
ISSN: 1366-5626

Keywords

Article
Publication date: 26 January 2021

Noha Saleeb

One of the misconceptions of teaching and learning for practical-based programmes, such as engineering, sciences, architecture, design and arts, is the necessity to deliver via…

660

Abstract

Purpose

One of the misconceptions of teaching and learning for practical-based programmes, such as engineering, sciences, architecture, design and arts, is the necessity to deliver via face-to-face physical modality. This paper refutes this claim by providing case studies of best practices in delivering such courses and their hands-on skillsets using completely online virtual delivery that utilises different formats of 2D and 3D media and tools, supported by evidence of efficiency using learning analytics.

Design/methodology/approach

The case studies were designed using pedagogical principles of constructivism and deep learning, conducted within a mixture of 2D and 3D virtual learning environments with flexible interface and tools capabilities. State-of-the-art coding and scripting techniques were also used to automate different student tasks and increase engagement. Regression and descriptive analysis methods were used for Learning Analytics.

Findings

Learning analytics of all case studies demonstrated the capability to achieve course/project learning outcomes, with high engagement from students amongst peers and with tutors. Furthermore, the diverse virtual learning tools used, allowed students to display creativity and innovation efficiently analogous to physical learning.

Originality/value

The synthesis of utilised media and tools within this study displays innovation and originality in combining different technology techniques to achieve an effectual learning experience. That would usually necessitate face-to-face, hands-on physical contact to perform practical tasks and receive feedback on them. Furthermore, this paper provides suggestions for future research using more advanced technologies.

Article
Publication date: 26 October 2010

Janet Ward

This paper aims to give the educator's perspective on developing learning and teaching activities within the virtual world Second Life (SL). The purpose of the research was to…

1498

Abstract

Purpose

This paper aims to give the educator's perspective on developing learning and teaching activities within the virtual world Second Life (SL). The purpose of the research was to develop an understanding of the pedagogical issues involved, to introduce avatar‐based marketing into the marketing curriculum, and to evaluate the potential for this new technology to enhance student learning.

Design/methodology/approach

The issues educators need to address in setting up such activities are considered, including context, design and pedagogical issues. It was decided to take an experiential learning approach following exploratory research. A mixed methods approach allowed the collection of quantitative data to profile the cohort and qualitative data to provide rich data of both the student and educators experience.

Findings

There is a steep learning curve for educators developing such courses particularly as subject specialists rather than computing specialists. Students developed new skills, used knowledge from the wider module and gained a wider perspective of the potential of e‐marketing as a whole.

Research limitations/implications

Experiential learning linked to reflective practice is one way in which learning and teaching in virtual worlds can be integrated into the marketing curriculum. The growth in teenage virtual worlds means the future intake of students may demand new styles of learning and teaching. There was a limited period in which to collect data.

Originality/value

This paper provides original research on developing and evaluating learning and teaching in SL within the marketing curriculum and addresses a gap in the literature on managing large groups in such environments.

Details

Marketing Intelligence & Planning, vol. 28 no. 7
Type: Research Article
ISSN: 0263-4503

Keywords

Article
Publication date: 9 April 2024

Ying-Hsun Lai, Yu-Shan Lin, Yao-Chung Chang and Shih-Yeh Chen

Education for sustainable development (ESD) is a developing educational concept that aims to achieve economic, social and environmental sustainability through education. Cultural…

Abstract

Purpose

Education for sustainable development (ESD) is a developing educational concept that aims to achieve economic, social and environmental sustainability through education. Cultural sustainability education aims to cultivate awareness and protection of cultural assets, promote sustainable development and foster environmental responsibility. This study establishes a cyber-physical metaverse of cultural sustainability learning to cultivate students' motivation, multicultural identity, critical thinking and sustainability thinking.

Design/methodology/approach

In this study, virtual reality (VR) and 3D printing technologies were utilized to create a cyber-physical metaverse learning environment. This learning environment is designed to allow elementary school children to learn about indigenous cultures and the architecture of slate houses, as well as socio-architectural issues. Learners will be able to experience first-hand the plight of the indigenous tribal areas and the exploration of related cultural knowledge.

Findings

The study collected pre- and post-test data through questionnaires, using covariates to analyze learners' perceptions of learning. The results of this study showed that cyber-physical metaverse learning environment had a significant impact on learning motivation, multicultural identity and sustainability thinking for culturally sustainable education. However, this study’s impact on critical thinking skills in students remains to be confirmed.

Research limitations/implications

This is a quasi-experimental study of a single country’s elementary school children in the indigenous area, so its findings cannot be extrapolated to other areas or to learners of different ages.

Originality/value

This study introduces a framework for incorporating both virtual and real cultures to promote sustainable learning. The cyber-physical metaverse learning is used to supplement teaching activities to enhance learners' motivation in learning multicultural knowledge. Students were able to recognize and protect cultural assets, as well as emphasize the importance of sustainable development.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

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…

3823

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

Book part
Publication date: 28 September 2011

Sue Gregory

This chapter explores how Jass Easterman (the author's avatar name) teaches education students concurrently, both pre-service teachers and postgraduate, in Second Life. It…

Abstract

This chapter explores how Jass Easterman (the author's avatar name) teaches education students concurrently, both pre-service teachers and postgraduate, in Second Life. It discusses how a virtual world can be a valuable teaching and learning tool for the whole group even though they have a variety of overall goals and learning outcomes. Jass brings distant university students located around the world studying at the one institution together to liaise with each other in Second Life. She has created an innovative tutorial model where students go on virtual tours, visit other educational institutions, attend guest lectures, undertake role play activities, and go on Web quests and learn basic building and scripting skills, all from their own homes. Adult learning theories and communities of practice, in a virtual world, underpin all activities. Why Second Life was chosen for these students and what the students say about this type of learning are discussed in this chapter. The value of this tutorial model will be explored and reflected upon and conclusions made of its efficacy.

Details

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

Keywords

Article
Publication date: 15 May 2009

Lisa Dawley

The purpose of this paper is to identify and explore the dynamics of an emerging form of teaching and learning – social network knowledge construction – associated with the use of

3315

Abstract

Purpose

The purpose of this paper is to identify and explore the dynamics of an emerging form of teaching and learning – social network knowledge construction – associated with the use of social networks, particularly 3D virtual world environments such as Second Life. As social network technologies not only frame the way individuals interact and learn, but actually impact on a learner's thinking process and development of future consciousness, new pedagogies are needed to effectively integrate these communication mechanisms into the learning environment.

Design/methodology/approach

The paper discusses the purpose and potential use of these networks in the teaching and learning process. Distinguishing features of social network knowledge construction as an emerging pedagogy are identified.

Findings

Strategies for incorporating a variety of identified social networks, both in and out of virtual worlds, for teaching and learning are noted.

Research limitations/implications

The focus of this emerging pedagogy is framed within the social networks surrounding Second Life, in particular, although the pedagogical framework could be applied across any set of social networking or virtual world applications.

Practical implications

The paper provides critical information currently required by the early to mid‐adopters of social networks and virtual worlds for teaching and learning.

Originality/value

This paper identifies an emerging form of pedagogy that has yet to be fully discussed in the literature, and supports the present issue's emphasis on future‐focused learning.

Details

On the Horizon, vol. 17 no. 2
Type: Research Article
ISSN: 1074-8121

Keywords

21 – 30 of over 35000