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3D Collaborative Virtual Environment to Support Collaborative Design

Copyright © 2011. 26 pages.
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DOI: 10.4018/978-1-60960-517-9.ch011
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MLA

Shiratuddin, Mohd Fairuz and Alen Hajnal. "3D Collaborative Virtual Environment to Support Collaborative Design." Teaching and Learning in 3D Immersive Worlds: Pedagogical Models and Constructivist Approaches. IGI Global, 2011. 185-210. Web. 24 May. 2013. doi:10.4018/978-1-60960-517-9.ch011

APA

Shiratuddin, M. F., & Hajnal, A. (2011). 3D Collaborative Virtual Environment to Support Collaborative Design. In A. Cheney, & R. Sanders (Eds.), Teaching and Learning in 3D Immersive Worlds: Pedagogical Models and Constructivist Approaches (pp. 185-210). Hershey, PA: Information Science Reference. doi:10.4018/978-1-60960-517-9.ch011

Chicago

Shiratuddin, Mohd Fairuz and Alen Hajnal. "3D Collaborative Virtual Environment to Support Collaborative Design." In Teaching and Learning in 3D Immersive Worlds: Pedagogical Models and Constructivist Approaches, ed. Amy Cheney and Robert L. Sanders, 185-210 (2011), accessed May 24, 2013. doi:10.4018/978-1-60960-517-9.ch011

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3D Collaborative Virtual Environment to Support Collaborative Design
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Abstract

Constructivist learning emphasizes students’ involvement in the learning process, how they become self-directed learners and actively engaged in the learning environment. This chapter describes Collaborative Virtual Environment (CVE) and its relevance to collaborative learning and constructivism. The authors developed the Collaborative World Design Tool (CWDT) software to evaluate the benefits of CVE for architectural design students. The CWDT was developed based on the Torque 3D Game Engine, thus the appearance and functionalities of the CWDT within the CVE are similar to computer game playing environment. In the experiment, subjects designed within the CVE, were either experts or novices, worked either individually or in pairs, and constructed a virtual building in a three-dimensional outdoor environment. Results show that working collaboratively within a CVE has great potential to increase performance where teamwork is faster than individual work, and overall provide a constructive learning environment.
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Introduction

Teaching and learning strategy in educational institutions has been evolving and has altered the way teachers teach and students learn. Traditional teacher-centric method of teaching has been modified and enhanced with the introduction of computer technologies. Traditionally and conventionally, knowledge is communicated by the teacher through lectures in a classroom environment, where students listen and take notes. Learning tends to be passive and students play little part in the learning process because focus is emphasized on the content of the teaching material, how much material has been delivered and how much the students have learned. On the contrary, in a constructivist learning paradigm, the learning process allows students to work individually or in small groups; rather than being passive recipients, explore, investigate and solve problems, and become actively engaged in seeking knowledge and information.

Technology provides opportunities to apply a constructivist approach to teaching and learning. Modern instructional strategy and tools for K-12 and higher education are becoming more convenient and sophisticated, whether in classroom or online. Teachers use the interactive whiteboards, online Blackboard systems, internet resources, Power Point slides, etc., to effectively extend the “used-to-be only in-classroom/laboratory, spoon-fed knowledge, long-established memorization of facts, principles, or procedures of learning traditions” into the paradigm of active learning, creative thinking, analysis and evaluation, and problem solving. As such, students must play an active part in their learning process and be self-directed learners who are actively engaged in constructing new meaning within the context of their current knowledge, experiences and social environments. Students become successful in constructing knowledge through solving problems that are realistic, and even more successful when working in collaboration with others (Bruner, 1996).

The foundations of constructivist learning approach come from the cognitive approach to psychology of learning (Jonassen et al., 1999), whereas the theories are rooted in Piaget (1952), Dewey (1966), Vygotsky (1978), Papert (1980), and Bruner (1985). Constructivist learning places emphasis on learners and proposes that learning is affected by context, beliefs and attitudes. Learners are encouraged to find their own solutions and to build upon their prior knowledge and experiences. Students learn by adding and fitting new information together with what they already know and actively construct their own new understanding. As such, students gain deeper understanding of the event or knowledge, thus constructing their own new knowledge and solutions to the given problems (Duffy & Jonassen, 1992; Jonassen, 1994). Jonassen et al. (1999) propose that problems or tasks given in a constructivist environment should present certain characteristics such as interesting, engaging, appealing, authentic, personally relevant, challenging to learners, and provide a physical simulation of the real world task environment.

Virtual Environments (VE), particularly systems that are embedded with collaborative features, also known as Collaborative Virtual Environments (CVEs), provide similar characteristics for a constructivist environment in the form of virtual settings. A CVE extends a standalone VE to include real-time collaboration, interaction and sharing of the same virtual space among users across a network. The need for collaboration, sharing of information, and exchanges of experiences, led to standalone VE applications being enhanced and developed into CVE applications. Generically, a VE application is considered a CVE when information sharing, 3D visualization and real world user-interaction and object manipulation are included as built-in features (Bryson, 1996; Schuckmann et al., 1999; Theoktisto & Fairen, 2005; Liston et al., 2000).

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1.
Richard E. Riedl (Appalachian State University, USA), Terry McClannon (Appalachian State University, USA), Amelia W. Cheney (Appalachian State University, USA)
The traditional classroom has been considered the ‘ideal’ setting for teaching and learning, and innovations which challenge that structure are under a great deal of... Sample PDF | More details...
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2.
Sara de Freitas (Coventry University, UK), Ian Dunwell (Coventry University, UK), Genaro Rebolledo-Mendez (University of Veracruz, Mexico)
As virtual worlds come of age, their potential for applications supporting teaching and learning is becoming increasingly recognised. This chapter outlines a transit... Sample PDF | More details...
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Ahmad John Reeves (The Open University, UK), Shailey Minocha (The Open University,UK)
Second Life is a three-dimensional virtual world which is being employed by educational institutions and training organizations to support teaching and learning. How... Sample PDF | More details...
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Brock S. Allen (San Diego State University, USA), Sabine Lawless-Reljic (San Diego State University, USA)
As ancient mythic forms of being, avatars represented the descent of deities from heaven. Today the term is most widely used to refer to figures (often 3D, mobile, a... Sample PDF | More details...
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Barbara Howard (Appalachian State University, USA), Nita J. Matzen (Appalachian State University, USA), John H. Tashner (Appalachian State University, USA)
Educational leadership is no longer considered the exclusive realm of the principal but extends to all educators within the school. Shared leadership encompasses col... Sample PDF | More details...
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Nita J. Matzen (Appalachian State University, USA), Louisa Ochoa (Appalachian State University, USA), Geraldine Purpur (Appalachian State University, USA)
Academic libraries face challenges in meeting the information literacy needs of their off-campus students and providing comparable experiences as recommended by the... Sample PDF | More details...
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7.
Judith Molka-Danielsen (Molde University College, Norway), Susan Balandin (Molde University College, Norway)
Second Life™ (SL) is now an accepted platform for educational activities. SL supports a range of activities from informal meetings to complete courses offered in the... Sample PDF | More details...
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8.
Philippe Bonfils (Université du Sud Toulon-Var, France)
This chapter first presents the results of a study regarding a teaching method and scientific experiment conducted in France (Bonfils, 2007). It demonstrates how 3D... Sample PDF | More details...
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Mats Deutschmann (Umeå University, Sweden), Judith Molka-Danielsen (Molde University College, Norway), Luisa Panichi (Pisa University, Italy)
Internationally, Second Life (SL) has in recent years become accepted as a platform for innovative educational activities at many universities. One such activity inc... Sample PDF | More details...
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10.
Joe Essid (University of Richmond, USA)
In the author’s courses, students have been augmentationist, not immersionist, in their approaches to using technology. In a virtual world, however, they are born wi... Sample PDF | More details...
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11.
Mohd Fairuz Shiratuddin (The University of Southern Mississippi, USA), Alen Hajnal (The University of Southern Mississippi, USA)
Constructivist learning emphasizes students’ involvement in the learning process, how they become self-directed learners and actively engaged in the learning environ... Sample PDF | More details...
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12.
Seng-Chee Tan (Nanyang Technological University, Singapore), Yin-Mei Wong (Nanyang Technological University, Singapore)
This chapter reports on the development and application of Kingdoms, a 3D virtual environment used for the learning of Chinese language at elementary level. The King... Sample PDF | More details...
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13.
Anthony Williams (The University of Newcastle, Australia), Ning Gu (The University of Newcastle, Australia), Leman Gul (International University of Sarajevo, Bosnia and Herzegovina)
Problem-Based Learning has provided a strategy for curriculum development and delivery for decades. The focus of Problem-Based Learning on a central problem which dr... Sample PDF | More details...
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14.
Eric B. Bauman (University of Wisconsin, USA), I. Alex Games (Michigan State University, USA)
This chapter will provide the reader with a historical context and introduction to contemporary learning theories for 3D and immersive environments being used for ed... Sample PDF | More details...
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15.
Kenneth Y. T. Lim (National Institute of Education, Singapore)
Interest in massively multi-protagonist online games and virtual worlds as platforms for learning has shifted of late from the realm of what might easily be perceive... Sample PDF | More details...
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16.
Bob King (University of North Carolina School of the Arts, USA)
This chapter introduces and discusses a thesis related to perceived changes in the ontological status of constructivism, and the opportunities and challenges the cha... Sample PDF | More details...
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