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Virtual Learning Environments and How they Affect Student Learning  Alex Gill Education 6610 Dr. Elizabeth Murphy March 4, 2010
Table  1 Summary of Journals Selected
Table  2 Inclusion & Exclusion Criteria
Out of the 15 studiesthe purpose can be classified into 3 groups
Methods
Table  3 Summary of Level, Context & Approach of Each Study
Table  3 Continued…
Table 4  Participants and Data Collection
Table  4 Continued…
Findings can beclassified into 3 groups
Discussion  on Virtual Labs
Discussion on Online Learning
Discussion on Virtual Software
Conclusions can be classified into 3 groups
General and specific recommendations
Specific recommendationsare cited from 4 studies
Implications
References 1 Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game 	without guns. Journal of Educational Technology  Research & Development, 53 (1), 86-107. 2 Chen, C. J. (2006). The design, development and evaluation of a virtual reality based learning  environment. 	Australasian Journal of Educational Technology, 22 (1), 39-63. 3 Chen, I. Y. L., Chen, N., & Kinshuk (2009). Examining the factors influencing participant’s  knowledge sharing 	behavior in virtual learning communities. Educational  Technology &  Society, 112  (1), 134-148.  4 Dalgarno, B. & Harper, B. (2004). User control over and task authenticity for spatial learning  in3D environments. 	Australasian Journal of Educational Technology, 20 (1), 1-17. 5 Falloon, G. (2010). Using avatars and virtual environments in learning: What do they have to offer? British Journal 	of Educational Technology, 41 (1), 108-122.  6 Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., & Poulovassilis, A. (2010). Learning as immersive 	experiences: Using the four-dimensional framework for designing and evaluating immersive learning 	experiences in a virtual world. British Journal of 	Educational Technology, 41 (1), 69-85.
7 Hughes, J. E., McLeod, S., Brown, R., Maeda, Y., & Choi, J. (2007). Academic achievement and 	perceptions of the learning environment in  virtual and traditional secondary  athematics 	classrooms. The American Journal of Distance Education, 21 (4), 199-214.  8 Hwang, W., Su, J. & Dong, J. (2009). A study of multi-representation of geometry solving with 	virtual manipulatives and whiteboard system. Educational Technology and Society, 12 	(3), 229-247.  9 Johnson-Glenberg, M. C., Birchfield, D., & Usyal, S. (2009). SMALLab: virtual geology studies 	using embodied learning with motion, sound, and graphics. Educational Media 	International, 46 (4), 267-280. 10 McBrien, L., Jones, P., & Cheng, R. (2009). Virtual spaces: Employing a synchronous online 	classroom to facilitate student engagement in online learning. The International Review 	of Research in Open and Distance Learning, 10 (3).  11 Mennecke, B., Hassall, L. M. & Triplett, J. (2008, September). The mean business of Second 	Life: Teaching entrepreneurship, technology and e-Commerce in immersive 	environments. Journal of Online Learning and Teaching, 4 (3). 12 Qing Yu, J., Brown, D. J., & Billett, E. (2007). Design of virtual tutoring agents for a virtual 	biology experiment. European Journal of Open, Distance and E-Learning, (1), 1-6.
13 Reid, K. M., Aqui, Y., & Putney, L. G. (2009). Evaluation of an evolving virtual high school. 	Educational Media International, 46 (4), 281-294. 14 Swan, A. E., & O’Donnell, A. M. (2009, November). Innovations in Education and Teaching 	International, 46 (4), 405–419. 15 Wang, H., Gould, L., & Fulton, D. (2007, March). Bridge the virtual gap: Using new technology to enhance 	interaction in distance learning. International Journal of Instructional  Technology, 4 (3), 1-8.

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AlexGill6610Module3

  • 1. Virtual Learning Environments and How they Affect Student Learning Alex Gill Education 6610 Dr. Elizabeth Murphy March 4, 2010
  • 2.
  • 3. Table 1 Summary of Journals Selected
  • 4. Table 2 Inclusion & Exclusion Criteria
  • 5. Out of the 15 studiesthe purpose can be classified into 3 groups
  • 6.
  • 7.
  • 8.
  • 10. Table 3 Summary of Level, Context & Approach of Each Study
  • 11. Table 3 Continued…
  • 12. Table 4 Participants and Data Collection
  • 13. Table 4 Continued…
  • 14. Findings can beclassified into 3 groups
  • 15.
  • 16.
  • 17.
  • 18. Discussion on Virtual Labs
  • 19.
  • 21.
  • 23.
  • 24. Conclusions can be classified into 3 groups
  • 25.
  • 26.
  • 27.
  • 28. General and specific recommendations
  • 29.
  • 31.
  • 33. References 1 Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Journal of Educational Technology Research & Development, 53 (1), 86-107. 2 Chen, C. J. (2006). The design, development and evaluation of a virtual reality based learning environment. Australasian Journal of Educational Technology, 22 (1), 39-63. 3 Chen, I. Y. L., Chen, N., & Kinshuk (2009). Examining the factors influencing participant’s knowledge sharing behavior in virtual learning communities. Educational Technology & Society, 112 (1), 134-148. 4 Dalgarno, B. & Harper, B. (2004). User control over and task authenticity for spatial learning in3D environments. Australasian Journal of Educational Technology, 20 (1), 1-17. 5 Falloon, G. (2010). Using avatars and virtual environments in learning: What do they have to offer? British Journal of Educational Technology, 41 (1), 108-122. 6 Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., & Poulovassilis, A. (2010). Learning as immersive experiences: Using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Educational Technology, 41 (1), 69-85.
  • 34. 7 Hughes, J. E., McLeod, S., Brown, R., Maeda, Y., & Choi, J. (2007). Academic achievement and perceptions of the learning environment in virtual and traditional secondary athematics classrooms. The American Journal of Distance Education, 21 (4), 199-214. 8 Hwang, W., Su, J. & Dong, J. (2009). A study of multi-representation of geometry solving with virtual manipulatives and whiteboard system. Educational Technology and Society, 12 (3), 229-247. 9 Johnson-Glenberg, M. C., Birchfield, D., & Usyal, S. (2009). SMALLab: virtual geology studies using embodied learning with motion, sound, and graphics. Educational Media International, 46 (4), 267-280. 10 McBrien, L., Jones, P., & Cheng, R. (2009). Virtual spaces: Employing a synchronous online classroom to facilitate student engagement in online learning. The International Review of Research in Open and Distance Learning, 10 (3). 11 Mennecke, B., Hassall, L. M. & Triplett, J. (2008, September). The mean business of Second Life: Teaching entrepreneurship, technology and e-Commerce in immersive environments. Journal of Online Learning and Teaching, 4 (3). 12 Qing Yu, J., Brown, D. J., & Billett, E. (2007). Design of virtual tutoring agents for a virtual biology experiment. European Journal of Open, Distance and E-Learning, (1), 1-6.
  • 35. 13 Reid, K. M., Aqui, Y., & Putney, L. G. (2009). Evaluation of an evolving virtual high school. Educational Media International, 46 (4), 281-294. 14 Swan, A. E., & O’Donnell, A. M. (2009, November). Innovations in Education and Teaching International, 46 (4), 405–419. 15 Wang, H., Gould, L., & Fulton, D. (2007, March). Bridge the virtual gap: Using new technology to enhance interaction in distance learning. International Journal of Instructional Technology, 4 (3), 1-8.