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Design, Implementation, and Evaluation of Virtual Learning Environments

Book Description

Virtual learning environments offer a novel environment through which teachers can engage students in active learning. Whether through virtual worlds such as Second Life or a custom-designed personal learning environment, together students and teachers can explore new boundaries in education.
Design, Implementation, and Evaluation of Virtual Learning Environments highlights invaluable research covering the design, development, and evaluation of online learning environments. An essential resource for academics, professionals, corporate trainers and policy makers, this book examines the role of technology enhanced learning in this emerging area.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
    2. List of Reviewers
    3. Associate Editors
  5. Preface
    1. OVERVIEW OF THE CHAPTERS
  6. Section 1: Key Concepts
    1. Chapter 1: The Centralisation Dilemma in Educational IT
      1. ABSTRACT
      2. INTRODUCTION
      3. CENTRALISATION AND VLES
      4. THE DECENTRALISED MODEL
      5. THE CENTRALISATION–DECENTRALISATION DEBATE
      6. CONCLUSION
    2. Chapter 2: e-Learning in the Cloud
      1. ABSTRACT
      2. INTRODUCTION
      3. THE CLOUD HOVERS OVER THE ELEARNING LANDSCAPE
      4. A GRADUAL MIGRATION OF ELEARNING SERVICES TO THE CLOUD
      5. RISKS OF MIGRATING TO THE CLOUD
      6. CONCLUSION
    3. Chapter 3: Toward a Personal Learning Environment Framework
      1. ABSTRACT
      2. INTRODUCTION
      3. TEL CHALLENGES
      4. CONCLUSION AND FUTURE WORK
  7. Section 2: Design
    1. Chapter 4: Designing Effective Spaces, Tasks and Metrics for Communication in Second Life Within the Context of Programming LEGO NXT Mindstorms™ Robots
      1. ABSTRACT
      2. INTRODUCTION
      3. METHODOLOGY
      4. IMPLEMENTATION
      5. RESULTS AND DISCUSSION
      6. CONCLUSION
    2. Chapter 5: Homo Virtualis
      1. ABSTRACT
      2. A COMPOSITE VIRTUAL SOCIAL-LEARNING-ENVIRONMENT CASE
      3. BRIEF DESCRIPTION OF SEVEN RESEARCH SOURCES
      4. HOMO VIRTUALIS: EMBODIMENT IN A SOCIOTECHNICAL SYSTEM
      5. SOCIAL INTERACTION AND IMPROVISATION
      6. CONCLUSION
    3. Chapter 6: Second Life as a Surrogate for Experiential Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. ENTER SECOND LIFE
      4. SUMMARY AND CONCLUSION
    4. Chapter 7: An Interdisciplinary Design Project in Second Life
      1. ABSTRACT
      2. INTRODUCTION
      3. PEDAGOGY OF A DESIGN PROGRAM
      4. VIRTUAL WORLDS AND SECOND LIFE
      5. WHY SECOND LIFE IS SUITED TO DESIGN EDUCATION
      6. INTERDISCIPLINARY OPPORTUNITIES
      7. THREE DIMENSIONAL LEARNING ENVIRONMENTS AND DESIGN
      8. METHODOLOGY FOR DESIGNING THE LEARNING EXPERIENCES
      9. OBJECTIVES OF THE DESIGN CLASS
      10. THE SPECIFIC PROJECT: MODELING OCEANOGRAPHIC RESEARCH FROM A DESIGN PERSPECTIVE
      11. DESCRIPTION OF THE PROJECT
      12. PROCESS OF THE PROJECT
      13. THE PRODUCT OF THE PROJECT
      14. DESIGN STUDENT EXPERIENCE AND DESIGN EDUCATIONAL RESULTS
      15. RESEARCH QUESTIONS AND METHODOLOGY
      16. DATA COLLECTION AND ANALYSIS
      17. RESULTS
      18. NEXT STEPS FOR THIS ON-GOING PROJECT
      19. FUTURE EXPANSIONS OF THE PROJECT
      20. CONCLUSION
    5. Chapter 8: Virtual Speed Mentoring in the Workplace - Current Approaches to Personal Informal Learning in the Workplace
      1. ABSTRACT
      2. INTRODUCTION
      3. BENEFITS OF VIRTUAL SPEED MENTORING
      4. DESIGN AND EXECUTION CONSIDERATIONS
      5. SUMMARY
  8. Section 3: Implementation
    1. Chapter 9: Communication and Education in a Virtual World
      1. ABSTRACT
      2. INTRODUCTION
      3. TEACHING IN VIRTUAL WORLDS
      4. ORIENTATION TO SECOND LIFE
      5. LECTURES
      6. EVENTS, DISCUSSIONS AND DEMONSTRATIONS
      7. EXHIBITS AND REPLICATIONS
      8. GAMES
      9. PROBLEM-SOLVING SCENARIOS
      10. ROLE-PLAY
      11. EXPERIENTIAL LEARNING
      12. CREATION AS A LEARNING ACTIVITY
      13. TOURS
      14. SUMMARY AND CONCLUSION
      15. APPENDIX I: TOURING SECOND LIFE
    2. Chapter 10: Mechanics Simulations in Second Life
      1. ABSTRACT
      2. INTRODUCTION
      3. SECOND LIFE
      4. NEWTON'S SECOND LAW
      5. KINEMATICS
      6. DISCUSSION
      7. CONCLUSION
    3. Chapter 11: Development of an Interactive Virtual 3-D Model of the Human Testis Using the Second Life Platform
      1. ABSTRACT
      2. INTRODUCTION
      3. OUTCOMES/STUDENT FEEDBACK
      4. FUTURE DEVELOPMENT
      5. SUMMARY AND CONCLUSION
      6. APPENDIX 1
    4. Chapter 12: Affective Load and Engagement in Second Life
      1. ABSTRACT
      2. INTRODUCTION
      3. METHODOLOGY
      4. PERSONAL INFORMATION RECEPTION AND ENGAGEMENT IN THE VIRTUAL WORLD
      5. PERSONAL INFORMATION NEEDS
      6. URGENT INFORMATION NEEDS
      7. PERSISTENT INFORMATION NEEDS
      8. LONG-TERM INFORMATION NEEDS
      9. AFFECTIVE LOAD AND ENGAGEMENT
      10. CONCLUSION
      11. APPENDIX A
    5. Chapter 13: Investigating Modes of Student Inquiry in Second Life as Part of a Blended Approach
      1. ABSTRACT
      2. INTRODUCTION
      3. CONTEXT AND AIMS: THE INFORMATION LITERACY CLASS
      4. THE TEACHING-LEARNING ENVIRONMENT
      5. THE BLENDED LEARNING ENVIRONMENT
      6. BLENDING SL INTO THE STUDENTS’ LEARNING ENVIRONMENT
      7. SL AND IBL
      8. THE INTERVENTION IN SL
      9. THE USE OF KEY LEARNING ENVIRONMENTS: WEBCT AND FACE-TO-FACE
      10. CONTRIBUTION OF SL TO LEARNING
      11. BARRIERS TO ENGAGEMENT WITH SL AS A LEARNING ENVIRONMENT
      12. CONCLUSION AND FURTHER WORK
    6. Chapter 14: Low-Cost Virtual Laboratory Workbench for Electronic Engineering
      1. ABSTRACT
      2. INTRODUCTION
      3. MOTIVATION
      4. RELATED WORK ON VIRTUAL LABORATORIES
      5. SYSTEM ARCHITECTURE
      6. THE WORKBENCH FRONT-END (THE CLIENT-SIDE)
      7. THE WORKBENCH BACK-END (THE SERVER-SIDE)
      8. DESIGN AND IMPLEMENTATION ISSUES
      9. LABORATORY ACTIVITY PERFORMANCE ASSESSMENT
      10. PEDAGOGICAL APPLICATION
      11. CLASSROOM EVALUATION AND RESULTS
      12. FEEDBACK FROM STUDENTS
      13. CONCLUSION
  9. Section 4: Evaluation
    1. Chapter 15: The Development of a Personal Learning Environment in Second Life
      1. ABSTRACT
      2. INTRODUCTION
      3. THE TRANSITIONS: A PLACE FOR DREAMS PROJECT
      4. SECOND LIFE CURRICULUM FIELD TRIALS
      5. RESEARCH QUESTIONS
      6. THEORETICAL BACKGROUND
      7. METHODOLOGY
      8. SETTING THE TRANSITIONS: A PLACE FOR DREAMS PLE
      9. RESULTS AND CONCLUSION
      10. NEXT STEPS
    2. Chapter 16: A Framework for the Assessment of Wiki-Based Collaborative Learning Activities
      1. ABSTRACT
      2. INTRODUCTION
      3. THE CHALLENGE OF ASSESSING COLLABORATIVE LEARNING ACTIVITIES
      4. WHO TO ASSESS?
      5. WHAT TO ASSESS?
      6. WHO IS THE ASSESSOR?
      7. HOW TO ASSESS?
      8. ASSESSMENT CRITERIA FOR COLLABORATIVE LEARNING ACTIVITIES
      9. ASSESSMENT OF COLLABORATIVE LEARNING ACTIVITIES IN WIKIS
      10. QUALITATIVE ASSESSMENT (GROUP AND INDIVIDUALS)
      11. QUANTITATIVE ASSESSMENT (GROUP, PROCESS)
      12. QUANTITATIVE ASSESSMENT (GROUP, PRODUCT)
      13. QUANTITATIVE ASSESSMENT (INDIVIDUAL PRODUCT AND PROCESS)
      14. WHO CONDUCTS THE WIKI ASSESSMENT AND HOW?
      15. BACK TO THE GLOSSARY EXAMPLE
      16. CONCLUSION
    3. Chapter 17: Evaluating Games-Based Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. PROBLEMS IN TEACHING REQUIREMENTS COLLECTION AND ANALYSIS AND SOFTWARE ENGINEERING
      4. LACK OF EMPIRICAL EVIDENCE AND EVALUATION FRAMEWORKS IN GBL
      5. PREVIOUS EVALUATION FRAMEWORKS
      6. SIMULATING REQUIREMENTS COLLECTION AND ANALYSIS USING A GBL APPROACH
      7. EVALUATION OF THE REQUIREMENTS COLLECTION AND ANALYSIS GAME
      8. CONCLUSION
    4. Chapter 18: Challenges Facing the Semantic Web and Social Software as Communication Technology Agents in E-Learning Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. TECHNICAL CHALLENGES
      4. SOCIO-CULTURAL CHALLENGES
      5. OTHER FACTORS
      6. RESEARCH IMPLICATIONS
      7. CONCLUSION
  10. Compilation of References
  11. About the Contributors
  12. Index