Learner Characteristics and Performance in a First-Person Online Desktop Virtual Environment

2012 ◽  
Vol 2 (2) ◽  
pp. 11-24 ◽  
Author(s):  
Lynna J. Ausburn

This study used a trait/treatment conceptual model with a single-treatment design to examine effects of gender, computer gaming experience, age, and visual skill on learners’ performance and perceptions in an online desktop virtual environment (DVE). Participants were 55 adult students in a sub-baccalaureate surgical technology program. The DVE presented two operating rooms (ORs) and their contents. The DVE was a “first-person” environment in which learners controlled their exploration and navigation and viewed the ORs from their own perspective as if seeing them in the physical world. Results indicated that gender, gaming experience, and age affected the learners’ spatial orientation, perceived confidence, and perceived task difficulty in the DVE, but visual skill did not. Correlations were also found among several of the learner variables. Recommendations are made for both practice and further research.

2020 ◽  
Vol 13 (6) ◽  
pp. 673-678
Author(s):  
Wynand Jacobus van der Merwe Steyn

AbstractThe world is becoming a hyper-connected environment where an abundance of data from sensor networks can provide continuous information on the behaviour and performance of infrastructure. The last part of the 3rd Industrial Revolution (IR) and the start of the 4th IR gave rise to a world where this overabundance of sensors, and availability of wireless networks enables connections between people and infrastructure that was not practically comprehensible during the 20th century. 4IR supports the datafication of life, data science, big data, transportation evolution, optimization of logistic and supply chains and automation of various aspects of life, including vehicles and road infrastructure. The hyper-connected 4IR environment allows integration between the physical world and digital and intelligent engineering, increasingly serving as the primary lifecycle management systems for engineering practitioners. With this background, the paper evaluates a few concepts of the hyper-connected pavement environment in a 4IR Digital Twin mode, with the emphasis on selected applications, implications, benefits and limitations. The hyper-connected world can and should be managed in the pavement realm to ensure that adequate and applicable data are collected regarding infrastructure, environment and users to enable a more efficient and effective transportation system. In this regard, and planning for future scenarios where the proliferation of data is a given, it is important that pavement engineers understand what is possible, evaluate the potential benefits, conduct cost/benefit evaluations, and implement appropriate solutions to ensure longevity and safety of pavement infrastructure.


2003 ◽  
Vol 02 (02) ◽  
pp. 229-246 ◽  
Author(s):  
T. KESAVADAS ◽  
M. ERNZER

This paper describes an interactive virtual environment for modeling and designing factories and shop floors. The factory building tool is developed as an open architecture in which various modules can be utilized to quickly implement factory design algorithms ranging from plant layout to factory flow analysis. Software modules and utilities have been implemented to allow easy set-up of the visual interface. In this paper, this virtual factory is used to implement cellular manufacturing (CM) system. CM has traditionally been a very complicated system to implement in practice. However successful implementation of the system has improved productivity immersely. Several issues involved in implementing CM within our virtual factory machine modeling and interface designs for defining the cells, are discussed. The mathematical clustering algorithm called Modified Boolean Method was implemented to automatically generate complex virtual environments. The virtual factory makes the process of CM-based factory design a very easy and intuitive process. Though the cell formation problem is NP-complete in 2D space, issues related to human factors and ergonomics can be better perceived in a 3D virtual environment. It also leads to further optimization with respect to maintainability and performance, and thus help get better solutions, which are not visible unless the factory is built. Our virtual factory interface also allows easy reassignment of machines and parts, subcontracting of bottleneck parts and rearranging of machines within the same design environment, making this a productive industrial tool. 3D virtual factory can also be automatically generated from the Part Machine interface called the Virtual Matrix Interface.


Author(s):  
Lynna J. Ausburn ◽  
Floyd B. Ausburn ◽  
Paul J. Kroutter

This study used a cross-case analysis methodology to compare four line-of-inquiry studies of Desktop Virtual Environments (DVEs) to examine the relationships of gender and computer gaming experience to learning performance and perceptions. Comparison was made of learning patterns in a general non-technical DVE with patterns in technically complex, occupationally-specific DVEs. Two oppositely-gendered occupations were sampled in the technical studies: surgical technology and policing. The cross-case analysis confirmed in the occupationally-specific DVEs the gender effect in favor of males on spatial learning that has been documented in previous research literature. It also supported a gaming experience effect in favor of more experienced gamers, but did not clearly demonstrate a relationship between gender and gaming experience. Several implications and recommendations are presented for practitioners and researchers in adult vocational, career, and technical education.


Author(s):  
Royce Ann Collins ◽  
Jeff Zacharakis

In the present consumer educational market, educational institutions are rapidly incorporating more online opportunities. The various issues that learners and instructors cope with are addressed from the literature and our adult students. The key issue is creating a quality learning experience for adult students. Not only does the instructor need to incorporate what we already know about adult learning, but they must also approach the course development with a constructivist mindset. The major force in creating a quality learning experience is the discussion generated. Instructors must assist students in creating their own knowledge and develop the ability to discuss in a virtual environment.


2021 ◽  
pp. 3-11
Author(s):  
Will Kuhn ◽  
Ethan Hein

Research has shown the need for new types of music classes that emphasize amateur music production and popular music. The new types of programs contrast with traditional classical and performance-based music programs. Digital audio production offers an unprecedented opportunity to support students in active, culturally authentic music-making. A successful music technology program requires a change from the teacher-led ensemble model to a creative workshop structure. Furthermore, it requires the recognition that current popular styles have their own distinct aesthetics and creative approaches. Project-based learning also requires teachers to develop their own pedagogical creativity. This approach can attract students who do not currently participate in or identify with school music, but who nevertheless consider themselves to be musicians. The constructivist philosophy of music education, using teaching strategies that support students’ agency in their own learning, fosters self-motivation and a critical stance toward popular culture.


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