Learning Experience+ within 3D Immersive Worlds

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


  • 1.Learning Experience+ within3D Immersive WorldsNiki Lambropoulos * Stylianos MystakidisImmersive Worlds TeamLANETO GroupFedCSIS Wrocaw, Poland, 9 - 12 September, 2012 http://fedcsis.org/node/197Workshop Organised by Habib Fardoun www.immersive-worlds.com

2. 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+) Conclusionswww.immersive-worlds.com 3. Accelerate Learning by REPSE1. R stands for Reaching/Repeating2. E stands for Engagement3. P stands for Purposefulness4. S stands for Strong, Direct, Immediate Feedback5. E stands for Students Experience(Lambropoulos et al, 2011)www.immersive-worlds.com 4. Accelerate eLearning Students Hidden Potential(Lambropoulos et al, 2011) www.immersive-worlds.com 5. Zone of Proximal FlowExtract of Figure from Repenning,A. "Programming Goes to School",B. CACM, 55, 5, May, 2012.www.immersive-worlds.com 6. ZPF 10 Immersive Factors1.Clear goals as challenge level and skill high level2.Concentration and focused attention3.Loss of feeling4.Distorted sense of time5.Direct and immediate feedback6.Balance between ability level and challenge7.Sense of personal control over the situation or activity8.The activity is intrinsically rewarding, so there is aneffortlessness of action9. Lack of awareness of bodily needs10. Absorption into the activity.www.immersive-worlds.com 7. ZPF 3 Immersive Conditions1. 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. www.immersive-worlds.com 8. PROBLEM Online environments suffer from reducedcapacity to support such activities www.immersive-worlds.com 9. Purpose Common Purpose www.immersive-worlds.com 10. Presence Co-Presence Intimacy (closeness) as the interpretation of thedegree of interpersonal interactions (Argyle &Dean, 1965) Immediacy (directedness) as psychologicaldistance (Wiener & Mehrabian, 1968) The degree of salience (stands out) of the otherperson in a mediated communication and theconsequent salience of their interpersonalinteractions (Short and colleagues, 1976:65) The degree by which a person was perceived asreal in an online conversation (Meyer, 2002)www.immersive-worlds.com 11. Engagement Factors1. Perception via the senses2. 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 functions6. Combinations of the abovewww.immersive-worlds.com 12. Groups *Networks *Communities Virtual Collaboration within IW Team knowledge building Creating creativity: Users generated contextprovides the background for new collaboration Collect-relate-create-donate (Ben Shneiderman) Participatory problem solving Social innovation Collaborative consortia Open Educationwww.immersive-worlds.com 13. User Total eXperience (UX) ISO: User eXperience (UX) is a persons perceptions responses resulting from use and/or anticipated use of a product, system or service UX is subjective UX focuses on the use www.immersive-worlds.com 14. 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 factorswww.immersive-worlds.com 15. 7 Virtual ImmersiveEnvironments Sensibilities1. Sense of Self2. Death of Distance3. Power of Presence4. Sense of Space & Scale5. Capability to Co-Create6. Pervasiveness of Practice7. Enrichment of ExperienceKapp & ODriscoll, 2010www.immersive-worlds.com 16. Avatars in Second Lifewww.immersive-worlds.com 17. IW Team @Second Lifewww.immersive-worlds.com 18. 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 acollaborative environment (wiki -http://openworkshop.pbworks.com) www.immersive-worlds.com 19. Open Workshop on Information Literacy(3D Virtual Immersive Environment)www.immersive-worlds.com 20. Virtual Field Tripswww.immersive-worlds.com 21. Immersion in Collaborative Activities in GroupsWork Methods Voice Text Chat (private& group) Integration & useof Web 2.0applications www.immersive-worlds.com 22. SummaryUser/Learner eXperience+ (U/LX+) Purpose Presence & Co-presence Zone of Proximal Flow (ZPD) Engagement factors Groups *Networks *Communities Accelerate Learning by creating aStrong Vibration to Remember www.immersive-worlds.com 23. www.immersive-worlds.com 24. Niki LambropoulosStylianos MystakidisImmersive Worlds Team


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