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Conference Paper: 3D Digital Exhibition Space - A Socialised E-learning Environment Practice

Title3D Digital Exhibition Space - A Socialised E-learning Environment Practice
Authors
Issue Date2021
Citation
International Virtual Exchange Conference (IVEC) 2021, Online Meeting, 27-29 October 2021 How to Cite?
AbstractIn this presentation, we will introduce a 3D socialised e-learning environment, the Digital Exhibition Space (DES), and a case study of a large-size undergraduate online course at the University of Hong Kong using it. DES is a custom designed e-learning platform that creates a 3D immersive group-based online learning environment and simulates both the creation of a digital gallery and visit experiences of it. Students work in groups to curate an exhibition of their own coursework artefacts. Instructors are able to create different exhibition settings (to fit their course subjects), monitor student progress, track student learning and give feedback. Game elements such as progress and achievement visualizations and team competitions can be integrated into the working process, to engage students further. DES facilitates asynchronous and synchronous learning, and promotes peer regulation, peer review and interactive student communication which helps scaffold knowledge and deepen learning. A quasi-experimental study was conducted, where an experimental group used DES in online learning while a control group learnt without it. Questionnaire data was collected from both groups to evaluate and compare student engagement. Interview data was also collected from the experimental group to understand student perceptions of how three types of intrinsic motivation (IM) was stimulated by the DES - IM to know, IM to accomplish, and IM to experience simulation. Associated stimulators and consequent reactions were identified via deductive analysis. Results indicated that students using the DES had significantly higher levels of engagement. DES is currently being upgraded with better user interface design, instructor control functions and interactive game elements, and will be tested within different class types, year groups and disciplinary subjects in the coming semester.
DescriptionCo-hosted by Drexel University and East Carolina University
Persistent Identifierhttp://hdl.handle.net/10722/309129

 

DC FieldValueLanguage
dc.contributor.authorPryor, MR-
dc.contributor.authorLin, H-
dc.date.accessioned2021-12-14T01:40:57Z-
dc.date.available2021-12-14T01:40:57Z-
dc.date.issued2021-
dc.identifier.citationInternational Virtual Exchange Conference (IVEC) 2021, Online Meeting, 27-29 October 2021-
dc.identifier.urihttp://hdl.handle.net/10722/309129-
dc.descriptionCo-hosted by Drexel University and East Carolina University-
dc.description.abstractIn this presentation, we will introduce a 3D socialised e-learning environment, the Digital Exhibition Space (DES), and a case study of a large-size undergraduate online course at the University of Hong Kong using it. DES is a custom designed e-learning platform that creates a 3D immersive group-based online learning environment and simulates both the creation of a digital gallery and visit experiences of it. Students work in groups to curate an exhibition of their own coursework artefacts. Instructors are able to create different exhibition settings (to fit their course subjects), monitor student progress, track student learning and give feedback. Game elements such as progress and achievement visualizations and team competitions can be integrated into the working process, to engage students further. DES facilitates asynchronous and synchronous learning, and promotes peer regulation, peer review and interactive student communication which helps scaffold knowledge and deepen learning. A quasi-experimental study was conducted, where an experimental group used DES in online learning while a control group learnt without it. Questionnaire data was collected from both groups to evaluate and compare student engagement. Interview data was also collected from the experimental group to understand student perceptions of how three types of intrinsic motivation (IM) was stimulated by the DES - IM to know, IM to accomplish, and IM to experience simulation. Associated stimulators and consequent reactions were identified via deductive analysis. Results indicated that students using the DES had significantly higher levels of engagement. DES is currently being upgraded with better user interface design, instructor control functions and interactive game elements, and will be tested within different class types, year groups and disciplinary subjects in the coming semester.-
dc.languageeng-
dc.relation.ispartofInternational Virtual Exchange Conference (IVEC) 2021-
dc.title3D Digital Exhibition Space - A Socialised E-learning Environment Practice-
dc.typeConference_Paper-
dc.identifier.emailPryor, MR: matthew.pryor@hku.hk-
dc.identifier.emailLin, H: lynnelin@hku.hk-
dc.identifier.authorityPryor, MR=rp01019-
dc.identifier.hkuros330727-

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