scholarly journals An evaluation of implementing problem-based learning scenarios in an immersive virtual world

2011 ◽  
Vol 2 ◽  
pp. 116-124 ◽  
Author(s):  
Maggi Savin-Baden ◽  
Cathy Tombs ◽  
Terry Poulton ◽  
Emily Conradi ◽  
Sheetal Kavia ◽  
...  
2011 ◽  
Vol 2011 ◽  
pp. 1-11 ◽  
Author(s):  
Ulrike Lucke ◽  
Raphael Zender

Virtual worlds became an appealing and fascinating component of today's internet. In particular, the number of educational providers that see a potential for E-Learning in such new platforms increases. Unfortunately, most of the environments and processes implemented up to now do not exceed a virtual modelling of real-world scenarios. In particular, this paper shows that Second Life can be more than just another learning platform. A flexible and bidirectional link between the reality and the virtual world enables synchronous and seamless interaction between users and devices across both worlds. The primary advantages of this interconnection are a spatial extension of face-to-face and online learning scenarios and a closer relationship between virtual learners and the real world.


2017 ◽  
Author(s):  
Tuğçe Günter ◽  
Nalan Akkuzu ◽  
Şenol Alpat

2021 ◽  
Vol 3 ◽  
Author(s):  
Trupti Jivram ◽  
Sheetal Kavia ◽  
Ella Poulton ◽  
Aurora Sésé Hernandez ◽  
Luke A. Woodham ◽  
...  

Collaborative learning through case-based or problem-based learning (PBL) scenarios is an excellent way to acquire and develop workplace knowledge associated with specific competencies. At St George's, University of London we developed an interactive online form of decision-based PBL (D-PBL) for our undergraduate medical course using web-based virtual patients (VPs). This method of delivery allowed students to consider options for clinical management, to take decisions and to explore the consequences of their chosen actions. Students had identified this as a more engaging type of learning activity compared to conventional paper-based/linear PBL and demonstrated improved exam performance in controlled trials. We explored the use of Second Life (SL), a virtual world and immersive 3D environment, as a tool to provide greater realism than our interactive image and text-based D-PBL patient cases. Eighteen separate tutorial groups were provided with their own experience of the same patient scenario in separate locations within the virtual world. The study found that whilst a minority of students reported that the Second Life experience felt more realistic, most did not. Students favored the simpler interaction of the web-based VPs, which already provided them with the essential learning needed for practice. This was in part due to the time proximity to exams and the extra effort required to learn the virtual world interface. Nevertheless, this study points the way towards a scalable process for running separate PBL sessions in 3D environments.


2017 ◽  
Vol 19 (1) ◽  
pp. 56-60
Author(s):  
Constance E. Walker ◽  
Stephen M. Pompea

As an outcome of the International Year of Light 2015, the U.S. National Optical Astronomy Observatory’s Education and Public Outreach group has produced a Quality Lighting Teaching (QLT) Kit, The kits are designed around problem-based learning scenarios. The kit’s six activities allow students to address real lighting problems that relate to wildlife, sky glow, aging eyes, energy consumption, safety, and light trespass. The activities are optimized for 11-14 year olds but can be expanded to younger and older. Most of the activities can be done within in a few minutes during class or afterschool and as stations or as stand-alones. Everything you need for the six activities is included in the kit. Tutorial videos on how to do the activities can be found at www.noao.edu/education/qltkit.php. 90 out of 100 kits have been distributed to SPIE, OSA, CIE, IDA and the IAU in 32 countries.


10.28945/2583 ◽  
2002 ◽  
Author(s):  
Kam Hou Vat

This paper describes the initiative to incorporate the practice of quality software development (QSD) into our undergraduate curriculum concerning the engineering of software. We discuss how the constructivist’s method of problem-based learning (PBL) helps develop this QSD practice into our students’ daily learning. This paper expounds the idea of an architectural approach to building software solutions, which is supported by the industry’s emerging consensus that architectural components provide the kind of building blocks we need for developing today’s complex systems. Particularly, the technology of component-based development asks of us the required portions of productivity, quality, and rapid construction of software artifacts. Consequently, our pedagogic approach to QSD focuses on designing and building a sensible architecture characterized by objects of different services, which represent the cohesive collections of related functionality, accessed through some consistent interfaces that encapsulate the implementation. The paper outlines an QSD approach in terms of state-of-the-practice development processes modified for educational scenarios, through which our students could learn to acquire their collaborative software engineering experience in the current practice of architected application development. The paper concludes by discussing the criteria used to evaluate the working of the learning scenario and some lessons learned involved in incorporating PBL learning scenarios suitable for QSD.


2018 ◽  
Vol 14 (A30) ◽  
pp. 566-566
Author(s):  
Constance E. Walker ◽  
Stephen M. Pompea

AbstarctThe U.S. National Optical Astronomy Observatory’s Education and Public Outreach group has produced a Quality Lighting Teaching Kit. The kits are designed around problem-based learning scenarios. The kit’s six activities allow students to address real lighting problems that relate to wildlife, sky glow, aging eyes, energy consumption, safety, and light trespass. The activities are optimized for 11-16 year olds. As part of the IAU100 celebration, the kits will be manufactured and made available to observatories and communities around the world.


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