Top Banner
A Case Study inside Virtual Worlds Using Analytics for immersive spaces Short Paper submitted at LAK13 Vanessa Camilleri, Sara de Freitas, Matthew Montebello, Paul McDonagh-Smith
13

Case Study - Virtual Worlds and Learning Analytics

Jan 25, 2015

Download

Education

The presentation delivered during LAK13, Leuven
April 2013
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: Case Study - Virtual Worlds and Learning Analytics

A Case Study inside Virtual WorldsUsing Analytics for immersive spaces

Short Paper submitted at LAK13 Vanessa Camilleri, Sara de Freitas, Matthew Montebello, Paul McDonagh-Smith

Page 2: Case Study - Virtual Worlds and Learning Analytics

Overview

• Building the case

• VWs: Immersion & Engagement

• Using Models for Predictions

• Analytics: Tracing the Steps

• Making Sense out of Data

• Implications

• Conclusion10/04/2013 LAK13 2

Page 3: Case Study - Virtual Worlds and Learning Analytics

Introduction: building the case

• Pre-service teachers and technology

• Attitudes & beliefs

• Experience or lack of

• Teacher training programs

• Our problem: Engage through activity

• Our proposal: Immersion through use of 3D spaces

10/04/2013 LAK13 3

Page 4: Case Study - Virtual Worlds and Learning Analytics

VWs: Immersion & Engagement

• Immersion: Dede & Barab (2009) – more focused on learner experience, less on tools

• Immersion: Calleja (2011) – not overly dependent on fidelity but more on emotions generated

• Immersion: Dede (2009) & Freedman (2011) – situated, authentic learning experiences

10/04/2013 LAK13 4

Page 5: Case Study - Virtual Worlds and Learning Analytics

VWs: Immersion & Engagement

• Engagement: Csìkszentmihàlyi (1991) – reaching the optimal ‘flow’ between challenge and boredom

• Engagement: Portelli & McMahon (2004) – learner achieves a deeper level of critical inquiry; learner is autonomous and responsible for learning

10/04/2013 LAK13 5

Page 6: Case Study - Virtual Worlds and Learning Analytics

Using Models for Predictions

• Virtual Worlds – building on the exploratory framework model (de Freitas & Oliver, 2006)

• Technology acceptance – building on the TAM (technology acceptance model) (Davis, 1993)

10/04/2013 LAK13 6

TAM (Davis, 1993)

Exploratory Framework (de Freitas & Oliver, 2006)

Page 7: Case Study - Virtual Worlds and Learning Analytics

Analytics: Tracing the steps

• Analytics: Siemens (2010)learner-produced data to discover information and social connections

• Our case study: With a degree of flexibility, and just in time learning environment, what connections have our learners established?

10/04/2013 LAK13 7

Page 8: Case Study - Virtual Worlds and Learning Analytics

Analytics: Tracing the steps

10/04/2013 LAK13 8

Page 9: Case Study - Virtual Worlds and Learning Analytics

Making sense out of data

• Social Connections + Interactions (analytics)

• Changes in Attitudes (pre/post-test surveys)

• Reflections (focus groups)

• Assessment (theoretical reflective paper)

10/04/2013 LAK13 9

Page 10: Case Study - Virtual Worlds and Learning Analytics

Implications

• How do we measure and predict engagement at a ‘deeper’ level given the notions of autonomous learning, using an exploratory learning framework inside an immersive 3D environment?

10/04/2013 LAK13 10

Page 11: Case Study - Virtual Worlds and Learning Analytics

Conclusions

• How can we use data to monitor how the learner progresses inside the 3D space, and how can the 3D space adapt itself to the data generated by the learner?

• Finally can we design a predictive model, that would enable us to determine changes in real world behavior arising from the virtual world interactions?

10/04/2013 LAK13 11

Page 12: Case Study - Virtual Worlds and Learning Analytics

Thank youContact: [email protected]

10/04/2013 LAK13 12

Page 13: Case Study - Virtual Worlds and Learning Analytics

References

Calleja, G. (2011). In-Game: from immersion to incorporation. London, UK: MIT Press.

Csìkszentmihàlyi, M. (1991). Flow: The Psychology of Optimal Experience. New York, USA: HarperCollins Publisher Inc.

Davis, F. (1993). User Acceptance of Information Technology: system characteristics, user perceptions and behavioural impacts. International Journal of Man-Machine Studies , 475-487.

de Freitas, S., & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers & Education (46), 249-264.

Dede, C. (2009). Immersive Interfaces for Engagement and Learning . Science , 323, 66-69.

Dede, C., & Barab, S. (2009). Emerging Technologies for Learning Science: A Time of Rapid Advances. Journal of Scientific Educational Technology , 18, 301–304.

Freedman, T. (2011). Authentic Learning and ICT. Retrieved June 2011, from ICT in Education: http://www.ictineducation.org/home-page/2011/6/16/authentic-learning-and-ict.html

Portelli, J., & McMahon, B. (2004). Why Critical-Democratic Engagement? . Journal of Maltese Education Research , 2 (2), 39-45.

Siemens, G. (2010). What are Learning Analytics? Retrieved 2012, from ELEARNSPACE: http://www.elearnspace.org/blog/2010/08/25/what-are-learning-analytics/

10/04/2013 LAK13 13