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Learning Experience+ within
3D Immersive Worlds

Niki Lambropoulos * Stylianos Mystakidis
Immersive Worlds Team
LANETO Group
FedCSIS Wrocław, Poland, 9 - 12 September, 2012 http://fedcsis.org/node/197
Workshop Organised by Habib Fardoun                                           www.immersive-worlds.com
Agenda

•   Accelerate eLearning
•   Zone of Proximal Flow (ZPF)
•   Collaborative Project Based eLearning (CPBeL)
•   Immersive Worlds
•   3D VIRTUAL IMMERSIVE ENVIRONMENTS
    – Second Life
• User/Learner eXperience+ (U/LX+)
• Conclusions
                                      www.immersive-worlds.com
Accelerate Learning by REPSE

1. R stands for Reaching/Repeating
2. E stands for Engagement
3. P stands for Purposefulness
4. S stands for Strong, Direct, Immediate
   Feedback
5. E stands for Student’s Experience

(Lambropoulos et al, 2011)
                                    www.immersive-worlds.com
Accelerate eLearning




                                   Students’ Hidden Potential


(Lambropoulos et al, 2011)
                                                 www.immersive-worlds.com
Zone of Proximal Flow




Extract of Figure from Repenning,
A. "Programming Goes to School",
B. CACM, 55, 5, May, 2012.
                                          www.immersive-worlds.com
ZPF 10 Immersive Factors

1.  Clear goals as challenge level and skill high level
2.  Concentration and focused attention
3.  Loss of feeling
4.  Distorted sense of time
5.  Direct and immediate feedback
6.  Balance between ability level and challenge
7.  Sense of personal control over the situation or activity
8.  The activity is intrinsically rewarding, so there is an
    effortlessness of action
9. Lack of awareness of bodily needs
10. Absorption into the activity.

                                              www.immersive-worlds.com
ZPF 3 Immersive Conditions

1. Orchestrating activities with a clear set of
   goals so to provide direction and structure to
   the task (Collaborative Project-Based Learning)
2. Balancing between the perceived challenges
   of the task and own perceived skills. One
   must have confidence that he or she is capable
   to do the task at hand.
3. Providing clear and immediate feedback to
   adjust performance so to reach the targets.
                                     www.immersive-worlds.com
PROBLEM

• Online environments suffer from reduced
  capacity to support such activities




                                   www.immersive-worlds.com
Purpose – Common Purpose




               www.immersive-worlds.com
Presence – Co-Presence

• Intimacy (closeness) as the interpretation of the
  degree of interpersonal interactions (Argyle &
  Dean, 1965)
• Immediacy (directedness) as psychological
  distance (Wiener & Mehrabian, 1968)
• The degree of salience (stands out) of the other
  person in a mediated communication and the
  consequent salience of their interpersonal
  interactions (Short and colleagues, 1976:65)
• The degree by which a person was perceived as
  real in an online conversation (Meyer, 2002)

                                        www.immersive-worlds.com
Engagement Factors

1. Perception via the senses
2. Action via the body/kinaesthetic – physical body
   functions
3. Emotion via the heart – emotional & instinctual
   nature functions
4. Cognition via the mind – rational consciousness
   functions
5. Co-creativity via imagination & intuition –
   higher consciousness thinking functions
6. Combinations of the above

                                      www.immersive-worlds.com
Groups *Networks *Communities

• Virtual Collaboration within IW
• Team knowledge building
• Creating creativity: Users’ generated context
  provides the background for new collaboration
  – Collect-relate-create-donate (Ben Shneiderman)
  – Participatory problem solving
  – Social innovation
• Collaborative consortia
• Open Education
                                        www.immersive-worlds.com
User Total eXperience (UX)

• ISO: User eXperience (UX) is
  – a person's perceptions
  – responses
  – resulting from
     • use and/or
     • anticipated use of a
     product, system or service
• UX is subjective
• UX focuses on the use
                                     www.immersive-worlds.com
User/Learner Experience (U/LX+)

• Make learning interesting & fun
• Engage the learner
   –   Have a clear & focused purpose
   –   Be present
   –   Be in a state of constant flow
   –   Connect with each other
• Design: Understanding Users as Learners
   –   Usability
   –   Pedagogical usability
   –   Mental & conceptual models
   –   Joy, enthusiasm, humour
   –   Other psychological factors

                                            www.immersive-worlds.com
7 Virtual Immersive
                          Environments Sensibilities

1.   Sense of Self
2.   Death of Distance
3.   Power of Presence
4.   Sense of Space & Scale
5.   Capability to Co-Create
6.   Pervasiveness of Practice
7.   Enrichment of Experience

Kapp & O’Driscoll, 2010
                                              www.immersive-worlds.com
Avatars in Second Life




                  www.immersive-worlds.com
IW Team @Second Life




                www.immersive-worlds.com
Open Workshop on Information
                 Literacy (University of Patras)

•   Open, Free, Blended Educational Program
•   Activity-based Instructional Design
•   Audience: Graduate & PhD Students
•   Synchronous Weekly Meetings in Second Life
•   Asynchronous Learning Activities in a
    collaborative environment (wiki -
    http://openworkshop.pbworks.com)


                                     www.immersive-worlds.com
Open Workshop on Information Literacy
(3D Virtual Immersive Environment)




                      www.immersive-worlds.com
Virtual Field Trips




                      www.immersive-worlds.com
Immersion in Collaborative
                       Activities in Groups
Work Methods

• Voice
• Text Chat (private
  & group)
• Integration & use
  of Web 2.0
  applications




                                           www.immersive-worlds.com
Summary

User/Learner eXperience+ (U/LX+)
   Purpose
   Presence & Co-presence
   Zone of Proximal Flow (ZPD)
   Engagement factors
   Groups *Networks *Communities
• Accelerate Learning by creating a
Strong Vibration to Remember
                           www.immersive-worlds.com
www.immersive-worlds.com
Niki Lambropoulos
  Stylianos Mystakidis
Immersive Worlds Team

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Learning Experience+ within 3D Immersive Worlds

  • 1. Learning Experience+ within 3D Immersive Worlds Niki Lambropoulos * Stylianos Mystakidis Immersive Worlds Team LANETO Group FedCSIS Wrocław, Poland, 9 - 12 September, 2012 http://fedcsis.org/node/197 Workshop Organised by Habib Fardoun www.immersive-worlds.com
  • 2. Agenda • Accelerate eLearning • Zone of Proximal Flow (ZPF) • Collaborative Project Based eLearning (CPBeL) • Immersive Worlds • 3D VIRTUAL IMMERSIVE ENVIRONMENTS – Second Life • User/Learner eXperience+ (U/LX+) • Conclusions www.immersive-worlds.com
  • 3. Accelerate Learning by REPSE 1. R stands for Reaching/Repeating 2. E stands for Engagement 3. P stands for Purposefulness 4. S stands for Strong, Direct, Immediate Feedback 5. E stands for Student’s Experience (Lambropoulos et al, 2011) www.immersive-worlds.com
  • 4. Accelerate eLearning Students’ Hidden Potential (Lambropoulos et al, 2011) www.immersive-worlds.com
  • 5. Zone of Proximal Flow Extract of Figure from Repenning, A. "Programming Goes to School", B. CACM, 55, 5, May, 2012. www.immersive-worlds.com
  • 6. ZPF 10 Immersive Factors 1. Clear goals as challenge level and skill high level 2. Concentration and focused attention 3. Loss of feeling 4. Distorted sense of time 5. Direct and immediate feedback 6. Balance between ability level and challenge 7. Sense of personal control over the situation or activity 8. The activity is intrinsically rewarding, so there is an effortlessness of action 9. Lack of awareness of bodily needs 10. Absorption into the activity. www.immersive-worlds.com
  • 7. ZPF 3 Immersive Conditions 1. Orchestrating activities with a clear set of goals so to provide direction and structure to the task (Collaborative Project-Based Learning) 2. Balancing between the perceived challenges of the task and own perceived skills. One must have confidence that he or she is capable to do the task at hand. 3. Providing clear and immediate feedback to adjust performance so to reach the targets. www.immersive-worlds.com
  • 8. PROBLEM • Online environments suffer from reduced capacity to support such activities www.immersive-worlds.com
  • 9.
  • 10. Purpose – Common Purpose www.immersive-worlds.com
  • 11. Presence – Co-Presence • Intimacy (closeness) as the interpretation of the degree of interpersonal interactions (Argyle & Dean, 1965) • Immediacy (directedness) as psychological distance (Wiener & Mehrabian, 1968) • The degree of salience (stands out) of the other person in a mediated communication and the consequent salience of their interpersonal interactions (Short and colleagues, 1976:65) • The degree by which a person was perceived as real in an online conversation (Meyer, 2002) www.immersive-worlds.com
  • 12. Engagement Factors 1. Perception via the senses 2. Action via the body/kinaesthetic – physical body functions 3. Emotion via the heart – emotional & instinctual nature functions 4. Cognition via the mind – rational consciousness functions 5. Co-creativity via imagination & intuition – higher consciousness thinking functions 6. Combinations of the above www.immersive-worlds.com
  • 13. Groups *Networks *Communities • Virtual Collaboration within IW • Team knowledge building • Creating creativity: Users’ generated context provides the background for new collaboration – Collect-relate-create-donate (Ben Shneiderman) – Participatory problem solving – Social innovation • Collaborative consortia • Open Education www.immersive-worlds.com
  • 14. User Total eXperience (UX) • ISO: User eXperience (UX) is – a person's perceptions – responses – resulting from • use and/or • anticipated use of a product, system or service • UX is subjective • UX focuses on the use www.immersive-worlds.com
  • 15. User/Learner Experience (U/LX+) • Make learning interesting & fun • Engage the learner – Have a clear & focused purpose – Be present – Be in a state of constant flow – Connect with each other • Design: Understanding Users as Learners – Usability – Pedagogical usability – Mental & conceptual models – Joy, enthusiasm, humour – Other psychological factors www.immersive-worlds.com
  • 16. 7 Virtual Immersive Environments Sensibilities 1. Sense of Self 2. Death of Distance 3. Power of Presence 4. Sense of Space & Scale 5. Capability to Co-Create 6. Pervasiveness of Practice 7. Enrichment of Experience Kapp & O’Driscoll, 2010 www.immersive-worlds.com
  • 17. Avatars in Second Life www.immersive-worlds.com
  • 18. IW Team @Second Life www.immersive-worlds.com
  • 19. Open Workshop on Information Literacy (University of Patras) • Open, Free, Blended Educational Program • Activity-based Instructional Design • Audience: Graduate & PhD Students • Synchronous Weekly Meetings in Second Life • Asynchronous Learning Activities in a collaborative environment (wiki - http://openworkshop.pbworks.com) www.immersive-worlds.com
  • 20. Open Workshop on Information Literacy (3D Virtual Immersive Environment) www.immersive-worlds.com
  • 21. Virtual Field Trips www.immersive-worlds.com
  • 22. Immersion in Collaborative Activities in Groups Work Methods • Voice • Text Chat (private & group) • Integration & use of Web 2.0 applications www.immersive-worlds.com
  • 23. Summary User/Learner eXperience+ (U/LX+)  Purpose  Presence & Co-presence  Zone of Proximal Flow (ZPD)  Engagement factors  Groups *Networks *Communities • Accelerate Learning by creating a Strong Vibration to Remember www.immersive-worlds.com
  • 25. Niki Lambropoulos Stylianos Mystakidis Immersive Worlds Team