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Conference Paper: 3D Digital Exhibition Space - A Socialised E-learning Environment Practice
Title | 3D Digital Exhibition Space - A Socialised E-learning Environment Practice |
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Authors | |
Issue Date | 2021 |
Citation | International Virtual Exchange Conference (IVEC) 2021, Online Meeting, 27-29 October 2021 How to Cite? |
Abstract | In 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. |
Description | Co-hosted by Drexel University and East Carolina University |
Persistent Identifier | http://hdl.handle.net/10722/309129 |
DC Field | Value | Language |
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dc.contributor.author | Pryor, MR | - |
dc.contributor.author | Lin, H | - |
dc.date.accessioned | 2021-12-14T01:40:57Z | - |
dc.date.available | 2021-12-14T01:40:57Z | - |
dc.date.issued | 2021 | - |
dc.identifier.citation | International Virtual Exchange Conference (IVEC) 2021, Online Meeting, 27-29 October 2021 | - |
dc.identifier.uri | http://hdl.handle.net/10722/309129 | - |
dc.description | Co-hosted by Drexel University and East Carolina University | - |
dc.description.abstract | In 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.language | eng | - |
dc.relation.ispartof | International Virtual Exchange Conference (IVEC) 2021 | - |
dc.title | 3D Digital Exhibition Space - A Socialised E-learning Environment Practice | - |
dc.type | Conference_Paper | - |
dc.identifier.email | Pryor, MR: matthew.pryor@hku.hk | - |
dc.identifier.email | Lin, H: lynnelin@hku.hk | - |
dc.identifier.authority | Pryor, MR=rp01019 | - |
dc.identifier.hkuros | 330727 | - |