Virtual Learning Environment

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Youngkyun Baek - One of the best experts on this subject based on the ideXlab platform.

  • a new approach toward digital storytelling an activity focused on writing self efficacy in a Virtual Learning Environment
    Educational Technology & Society, 2011
    Co-Authors: Yan Xu, Hyungsung Park, Youngkyun Baek
    Abstract:

    Recently, computer technology and multimedia elements have been developed and integrated into teaching and Learning. Entertainment-based Learning Environments can make Learning contents more attractive, and thus can lead to learners' active participation and facilitate Learning. A significant amount of research examines using video editing software to create video clips for digital storytelling activities. However, in this study, we suggest performing digital storytelling in Virtual worlds with open-ended, edutainment elements, and place more stress on the writing process. The purpose of this study is to examine the effects of writing for digital storytelling on writing self-efficacy and on flow in the Virtual reality Learning Environment known as Second Life. The researchers organized an activity for undergraduate students to create digital stories. Participants were divided into two groups. One group created their digital stories in Second Life. The other group created their digital stories off-line. The two groups’ independent sample t-tests were employed to compare writing self-efficacy and flow. The results of the experiment demonstrate that digital storytelling in a Virtual Learning Environment is more effective than digital storytelling off-line. The findings of this study suggest that the technique of digital storytelling can be used effectively in classroom settings to teach writing.

  • a new approach toward digital storytelling an activity focused on writing self efficacy in a Virtual Learning Environment
    Educational Technology & Society, 2011
    Co-Authors: Hyungsung Park, Youngkyun Baek
    Abstract:

    Recently, computer technology and multimedia elements have been developed and integrated into teaching and Learning. Entertainment-based Learning Environments can make Learning contents more attractive, and thus can lead to learners' active participation and facilitate Learning. A significant amount of research examines using video editing software to create video clips for digital storytelling activities. However, in this study, we suggest performing digital storytelling in Virtual worlds with open-ended, edutainment elements, and place more stress on the writing process. The purpose of this study is to examine the effects of writing for digital storytelling on writing self-efficacy and on flow in the Virtual reality Learning Environment known as Second Life. The researchers organized an activity for undergraduate students to create digital stories. Participants were divided into two groups. One group created their digital stories in Second Life. The other group created their digital stories off-line. The two groups’ independent sample t-tests were employed to compare writing self-efficacy and flow. The results of the experiment demonstrate that digital storytelling in a Virtual Learning Environment is more effective than digital storytelling off-line. The findings of this study suggest that the technique of digital storytelling can be used effectively in classroom settings to teach writing.

Melissa Herzog - One of the best experts on this subject based on the ideXlab platform.

  • iSocial: Delivering the Social Competence Intervention for Adolescents (SCI-A) in a 3D Virtual Learning Environment for youth with high functioning autism
    Journal of Autism and Developmental Disorders, 2014
    Co-Authors: Janine P. Stichter, Krista Galyen, James Laffey, Melissa Herzog
    Abstract:

    One consistent area of need for students with autism spectrum disorders is in the area of social competence. However, the increasing need to provide qualified teachers to deliver evidence-based practices in areas like social competence leave schools, such as those found in rural areas, in need of support. Distance education and in particular, 3D Virtual Learning, holds great promise for supporting schools and youth to gain social competence through knowledge and social practice in context. iSocial, a distance education, 3D Virtual Learning Environment implemented the 31-lesson social competence intervention for adolescents across three small cohorts totaling 11 students over a period of 4 months. Results demonstrated that the social competence curriculum was delivered with fidelity in the 3D Virtual Learning Environment. Moreover, Learning outcomes suggest that the iSocial approach shows promise for social competence benefits for youth.

Hyungsung Park - One of the best experts on this subject based on the ideXlab platform.

  • a new approach toward digital storytelling an activity focused on writing self efficacy in a Virtual Learning Environment
    Educational Technology & Society, 2011
    Co-Authors: Yan Xu, Hyungsung Park, Youngkyun Baek
    Abstract:

    Recently, computer technology and multimedia elements have been developed and integrated into teaching and Learning. Entertainment-based Learning Environments can make Learning contents more attractive, and thus can lead to learners' active participation and facilitate Learning. A significant amount of research examines using video editing software to create video clips for digital storytelling activities. However, in this study, we suggest performing digital storytelling in Virtual worlds with open-ended, edutainment elements, and place more stress on the writing process. The purpose of this study is to examine the effects of writing for digital storytelling on writing self-efficacy and on flow in the Virtual reality Learning Environment known as Second Life. The researchers organized an activity for undergraduate students to create digital stories. Participants were divided into two groups. One group created their digital stories in Second Life. The other group created their digital stories off-line. The two groups’ independent sample t-tests were employed to compare writing self-efficacy and flow. The results of the experiment demonstrate that digital storytelling in a Virtual Learning Environment is more effective than digital storytelling off-line. The findings of this study suggest that the technique of digital storytelling can be used effectively in classroom settings to teach writing.

  • a new approach toward digital storytelling an activity focused on writing self efficacy in a Virtual Learning Environment
    Educational Technology & Society, 2011
    Co-Authors: Hyungsung Park, Youngkyun Baek
    Abstract:

    Recently, computer technology and multimedia elements have been developed and integrated into teaching and Learning. Entertainment-based Learning Environments can make Learning contents more attractive, and thus can lead to learners' active participation and facilitate Learning. A significant amount of research examines using video editing software to create video clips for digital storytelling activities. However, in this study, we suggest performing digital storytelling in Virtual worlds with open-ended, edutainment elements, and place more stress on the writing process. The purpose of this study is to examine the effects of writing for digital storytelling on writing self-efficacy and on flow in the Virtual reality Learning Environment known as Second Life. The researchers organized an activity for undergraduate students to create digital stories. Participants were divided into two groups. One group created their digital stories in Second Life. The other group created their digital stories off-line. The two groups’ independent sample t-tests were employed to compare writing self-efficacy and flow. The results of the experiment demonstrate that digital storytelling in a Virtual Learning Environment is more effective than digital storytelling off-line. The findings of this study suggest that the technique of digital storytelling can be used effectively in classroom settings to teach writing.

Felix T Mavondo - One of the best experts on this subject based on the ideXlab platform.

  • integrating a Virtual Learning Environment into an introductory accounting course determinants of student motivation
    Accounting Education, 2003
    Co-Authors: Paul De Lange, Themin Suwardy, Felix T Mavondo
    Abstract:

    Technological change is altering the way educators deliver subject content. The phenomenal growth and widespread acceptance of the Internet has seen the creation of the Virtual Learning Environment (VLE) in higher education. For the ease of integration of VLEs in higher education, software companies have provided products such as WebCT and Blackboard. From a pedagogical perspective, new technologies must be evaluated in an effort to establish whether their introduction has had a beneficial impact on Learning outcomes. To this end, this investigation examines the attitudes of undergraduate accounting students in relation to a number of design features and attributes of WebCT (e.g. bulletin boards, on-line assessment and chat room) as a VLE. Responses from 292 on-campus undergraduate students provided data which associates four factors with improved student motivation. This study found that student satisfaction with the use of a VLE is significantly associated with the provision of: lecture notes, bulletin board, on-line assessment and other tools (chat and video summaries). The diagrammatic representation of the variables identified in this study provides a useful reference point for those educators contemplating the implementation of a VLE.

  • integrating a Virtual Learning Environment into an introductory accounting course determinants of student motivation
    Accounting Education, 2003
    Co-Authors: Paul De Lange, Themin Suwardy, Felix T Mavondo
    Abstract:

    Technological change is altering the way educators deliver subject content. The phenomenal growth and widespread acceptance of the Internet has seen the creation of the Virtual Learning Environment (VLE) in higher education. For the ease of integration of VLEs in higher education, software companies have provided products such as WebCT and Blackboard. From a pedagogical perspective, new technologies must be evaluated in an effort to establish whether their introduction has had a beneficial impact on Learning outcomes. To this end, this investigation examines the attitudes of undergraduate accounting students in relation to a number of design features and attributes of WebCT (e.g. bulletin boards, on-line assessment and chat room) as a VLE. Responses from 292 on-campus undergraduate students provided data which associates four factors with improved student motivation. This study found that student satisfaction with the use of a VLE is significantly associated with the provision of: lecture notes, bulletin ...

Cees P M Van Der Vleuten - One of the best experts on this subject based on the ideXlab platform.

  • student perceptions of a Virtual Learning Environment for a problem based Learning undergraduate medical curriculum
    Medical Education, 2006
    Co-Authors: Bas A De Leng, Diana H J M Dolmans, Arno M M Muijtjens, Cees P M Van Der Vleuten
    Abstract:

    OBJECTIVE To investigate the effects of a Virtual Learning Environment (VLE) on group interaction and consultation of information resources during the preliminary phase, self-study phase and reporting phase of the problem-based Learning process in an undergraduate medical curriculum. METHODS A questionnaire was administered to 355 medical students in Years 1 and 2 to ask them about the perceived usefulness of a Virtual Learning Environment that was created with Blackboard for group interaction and the use of Learning resources. RESULTS The students indicated that the VLE supported face-to-face interaction in the preliminary discussion and in the reporting phase but did not stimulate computer-mediated distance interaction during the self-study phase. They perceived that the use of multimedia in case presentations led to a better quality of group discussion than if case presentations were exclusively text-based. They also indicated that the information resources that were hyperlinked in the VLE stimulated the consultation of these resources during self-study, but not during the reporting phase. CONCLUSIONS Students indicated that the use of a VLE in the tutorial room and the inclusion of multimedia in case presentations supported processes of active Learning in the tutorial groups. However, if we want to exploit the full potential of asynchronous computer-mediated communication to initiate in-depth discussion during the self-study phase, its application will have to be selective and deliberate. Students indicated that the links in the VLE to selected information in library repositories supported their Learning.