Design and Robots for Learning in Virtual WorldsMichael Vallance (Future University Hakodate, Japan)
Copyright © 2012.
17 pages.
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DOI: 10.4018/978-1-61350-516-8.ch017
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MLA
Vallance, Michael. "Design and Robots for Learning in Virtual Worlds." User Interface Design for Virtual Environments: Challenges and Advances. IGI Global, 2012. 268-284. Web. 19 Jun. 2013. doi:10.4018/978-1-61350-516-8.ch017
APA
Vallance, M. (2012). Design and Robots for Learning in Virtual Worlds. In B. Khan (Ed.), User Interface Design for Virtual Environments: Challenges and Advances (pp. 268-284). Hershey, PA: Information Science Reference. doi:10.4018/978-1-61350-516-8.ch017
Chicago
Vallance, Michael. "Design and Robots for Learning in Virtual Worlds." In User Interface Design for Virtual Environments: Challenges and Advances, ed. Badrul Khan, 268-284 (2012), accessed June 19, 2013. doi:10.4018/978-1-61350-516-8.ch017
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 Favorite  | | TopAbstractThe meme of the physical university is changing and moving swiftly, due mostly to virtual technological developments, towards the “multi-versity” where Higher Education Institutes will exist in both the real world and a virtual space: a term this chapter names “augmented education.” Augmented education requires innovation in technology that can deliver new ways of learning. Therefore, virtual worlds that support effective experiential learning need to be designed beyond merely established real world replication. The concern for researchers and educational practitioners is the need to provide evidence-based frameworks for tasks of measurable complexity that result in verifiable learning in an augmented virtual world. In an attempt to develop a framework for science education this chapter summarizes the theoretical and technical progress of research in the iterative, leaner centered design of virtual tools and associated tasks for evidencing the processes of learning (witnessed as measurements of six cognitive processes and four knowledge dimensions) of participants communicating the programming of LEGO robots within a virtual world. TopIntroduction: Augmented EducationThe inception of augmented education has become a realistic image scenario for university futures. The blending of real and virtual is becoming accepted as augmented reality is placed into the hands of consumers in the form of iPhone Apps such as ‘Layar’ and ‘Acrossair’. Moreover, virtual worlds such as Second Life and MMORPG games such as ‘World of Warcraft’ have assisted the progress of a virtual presence that supplements real persona. Augmentation is not the sole domain of consumers though. Researchers systematically develop scenarios and images of education as transformative and sometimes disruptive futures (Vallance & Wright, 2010). Virtual institutes will consequently evolve to 24/7 open access quite similar to current service offered such as iTunesU, MIT Open Courseware, Open University UK, Kaplan University, and many others. The meme of the physical ‘uni-versity’ is consequently changing and moving swiftly, due mostly to virtual technological developments, towards the ‘multi-versity’ where Higher Education Institutes will exist in both the real world and a virtual space. The worry for university traditionalists and its administrative bureaucrats is enormous. The concern for researchers though is to design educationally effective spaces and produce metrics that provide evidence of learning in the augmented institutes. The focus of this chapter is on augmentation. Augment is a transitive verb which is defined as meaning to make greater, as in size, quantity, strength, and to enlarge. Engelbart uses this term to emphasize the role of technology in a human context; technology is to be designed to increase human capabilities, to extend them in imagined and unimagined ways, to change the basic character of communities, and to make these more effective. The components of an augmented system are the bundle of all things that can be added to what a human is genetically endowed with, the purpose of which is to augment these basic human capabilities in order to maximize the capabilities that a human organization can apply to the problems and goals of human society. Augmentation systems have always existed; they have often been developed unconsciously. Throughout history, augmentation systems have emerged as a result of continuing socio-cultural capability (Ambron & Hooper, 1988). TopComplete Chapter List
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Badrul Khan (McWeadon Education, USA)
In the information digital society, the advancement of Information and Communication Technologies (ICTs) has created a broadened scope of sharing innovations globall...
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Manish Gupta (State University of New York at Buffalo, USA), Rui Chen (Ball State University, USA)
Virtual worlds are emerging as important socio-technical artifacts in contemporary society. Improvements in technology – both hardware and software performance and c...
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Christina K. Curnow (ICF International, USA), Jeremy A. Henson (ICF International, USA), Robert A. Wisher (Naval Postgraduate School, USA)
This chapter provides a preliminary framework for learner centered user interface design across a variety of training categories. To arrive at this framework, the au...
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Fiona Carroll (University of Glamorgan, UK)
This chapter investigates the potential of aesthetics in the design of Human-Computer Interaction (HCI). In particular, it aims to provide a means by which aesthetic...
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Mario Ciampi (ICAR-CNR, Italy), Antonio Coronato (ICAR-CNR, Italy), Giuseppe De Pietro (ICAR-CNR, Italy), Luigi Gallo (ICAR-CNR, Italy)
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Olga C. Santos (UNED, Spain & Cadius Community of Usability Professionals, Spain), Emanuela Mazzone (UNED, Spain & Cadius Community of Usability Professionals, Spain), Maria Jose Aguilar (Cadius Community of Usability Professionals, Spain), Jesus Boticario (UNED, Spain)
This chapter presents the information architecture approach for the design of an administration tool for educators to manage educational oriented recommendations in...
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Serkan Özel (Bogazici University, Turkey)
This chapter focuses on multiple representations and cognitive perspective about presenting information via different modes in user interface design. Research studie...
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Alex Stedmon (University of Nottingham, UK)
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Keysha I. Gamor (ICF International, USA)
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Kambiz Badie (Research Institute for ICT (ITRC), Iran), Mahmood Kharrat (Research Institute for ICT (ITRC), Iran), Maryam Tayefeh Mahmoudi (Research Institute for ICT (ITRC), Iran & University of Tehran, Iran), Maryam S. Mirian (Research Institute for ICT (ITRC), Iran & University of Tehran, Iran), Tahereh M. Ghazi (Research Institute for ICT (ITRC), Iran), Sogol Babazadeh (Research Institute for ICT (ITRC), Iran)
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Stephen R Quinton (University of New South Wales, Australia)
This chapter presents a philosophical treatise on how the author envisions the design of electronic learning environments in the future. The uniqueness of the theory...
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| 13. |
Ronan de Kervenoael (Sabanci University, Turkey & Aston University, UK), Christophe Bisson (Kadir Has University, Turkey), Mark Palmer (Birmingham University, UK)
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Mohamed Ally (Athabasca University, Canada)
There is increasing use of mobile devices around the world to conduct everyday business and to socialize. As a result, learners will be using mobile devices to acces...
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| 15. |
Elena Railean (Information Society Development Institute, Republic of Moldova)
The contents of this chapter are framed under three categories: the theoretical approach, pedagogy of competence development and practice. Conclusions are provided a...
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| 16. |
Mauri Collins (StRebel Design, LLC, USA)
Other chapters in this book discuss the design and development of interfaces for virtual worlds. This chapter will discuss the instructional design aspects of design...
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| 17. |
Michael Vallance (Future University Hakodate, Japan)
The meme of the physical university is changing and moving swiftly, due mostly to virtual technological developments, towards the “multi-versity” where Higher Educat...
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| 18. |
Brenda Tyczkowski (University of Wisconsin Green Bay, USA), Eric Bauman (Clinical Playground, LLC, USA), Susan Gallagher-Lepak (University of Wisconsin Green Bay, USA), Christine Vandenhouten (University of Wisconsin Green Bay, USA), Janet Resop Reilly (University of Wisconsin Green Bay, USA)
Interface design refers to the overall look and feel of an e-learning program by the end user (Hall, as cited in Khan, 2005). Initially designed for corporate use, t...
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