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    How do students 'really' interact with virtual worlds? the influence of proper induction for virtual interactions

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    Authors
    Christopoulos, Athanasios
    Conrad, Marc
    Shukla, Mitul
    Affiliation
    University of Bedfordshire
    Issue Date
    2016-04-24
    Subjects
    interactions
    engagement
    orientation
    virtual learning
    induction
    OpenSimulator
    virtual world
    H674 Virtual Reality Engineering
    
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    Other Titles
    Proceedings of the 8th International Conference on Computer Supported Education
    Abstract
    Our ongoing research focuses on the ways that interactions affect learner engagement with a virtual world and, consequently, the educational activities that take place within it when a hybrid learning approach is used. It aims to form a complete taxonomy of the types of interactions that can lead to the development of engaging and interactive learning experiences. In this paper, we examine the impact that the orientation (induction) process has on learner engagement by observing a cohort of postgraduate students while using an OpenSim-based institutionally hosted virtual world. The results of our study highlight that educators and instructors need to plan their in-world learning activities very carefully and with a focus on interactions if engaging activities are what they want to offer their students. Additionally, it seems that student interactions with the content of the virtual world and the in-class student-to-student interactions have stronger impact on student engagement when hybrid methods are used. We confirm and further enhance our hypothesis investigating student feelings and thoughts about the interaction taking place within a virtual world when that is used in higher education.
    Citation
    Christopoulos A, Conrad M, Shukla M (2016) 'How do students 'really' interact with virtual worlds? the influence of proper induction for virtual interactions', 8th International Conference on Computer Supported Education - Rome, SciTePress.
    Publisher
    SciTePress
    URI
    http://hdl.handle.net/10547/623259
    DOI
    10.5220/0005755700430054
    Additional Links
    http://www.scitepress.org/DigitalLibrary/Link.aspx?doi=10.5220/0005755700430054
    Type
    Conference papers, meetings and proceedings
    Language
    en
    ISBN
    9789897581793
    ae974a485f413a2113503eed53cd6c53
    10.5220/0005755700430054
    Scopus Count
    Collections
    Computing

    entitlement

     

    Related items

    Showing items related by title, author, creator and subject.

    • Thumbnail

      Investing in ephemeral virtual worlds: an educational perspective

      Christopoulos, Athanasios; Conrad, Marc; University of Bedfordshire (2014)
      The increased demand for the use of virtual worlds in higher education has led many educators and researchers in in-depth analysis and evaluation of a number of different virtual environments, aiming to highlight their potentials. Until recently, Second Life was one of the most widely used virtual worlds for educational purposes. However, the decision of Linden Lab to stop offering the educational discount, the rumours around its future and the emergence of a novel technology called OpenSim challenged institutions’ decisions to keep using Second Life. In a try to identify the way institutions make their decision to use a virtual world, 34 interviews have been conducted with university educators. The results of this study reveal that both the cost and the persistence of a virtual world play an important role on this decision. However, there are still some unique benefits offered by each world affecting to a great extent the educators’ decision. We conclude the paper by advocating the use of a cross-institutional hypergrid.
    • Thumbnail

      Objects, worlds, and students: virtual interaction in education

      Christopoulos, Athanasios; Conrad, Marc; Shukla, Mitul; University of Bedfordshire (Education Research International, 2014-09-22)
      The main aim of this study is to form a complete taxonomy of the types of interactions that relate to the use of a virtual world for engaging learning experiences, when blended and hybrid learning methods are to be used. In order to investigate this topic more accurately and effectively, we distinguish four dimensions of interactions based on the context in which these occur, and the involved parts: in-world and in-class, user-to-user and user-to-world interactions. In order to conduct investigation into this topic and form a view of the interactions as clear as possible, we observed a cohort of 15 undergraduate Computer Science students while using an OpenSim-based institutionally hosted virtual world. Moreover, we ran a survey where 50 students were asked to indicate their opinion and feelings about their in-world experience. The results of our study highlight that educators and instructors need to plan their in-world learning activities very carefully and with a focus on interactions if engaging activities are what they want to offer their students. Additionally, it seems that student interactions with the content of the virtual world and the in-class student-to-student interactions, have stronger impact on students’ engagement when hybrid methods are used.
    • Thumbnail

      Between virtual and real: exploring hybrid interaction and communication in virtual worlds

      Christopoulos, Athanasios; Conrad, Marc; Shukla, Mitul; University of Bedfordshire (Inderscience Publishers, 2016-03-01)
      In this paper we aim to explore the potential advantages of interactions on student engagement and provide guidance to educators who seek interactive and immersive learning experiences for their students through the use of hybrid virtual learning approaches. We define as hybrid virtual learning the educational model where students are co-present and interacting simultaneously both within a virtual world and the physical classroom receiving stimuli related to the learning material in the virtual world from both directions. In order to achieve our aim, we categorised interactions in various categories and observed the complex network of interactions which can be developed in a virtual world when groups of people are working together in order to achieve different goals. The findings suggest that students spontaneously tend to use the interaction channels only when it is deemed to be necessary.
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