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Designing a Virtual Classroom [TM]
Murray Turoff http://www.njit.edu/njIT/Department/CCCC/VC/Papers/Design.html

"This paper reviews the software functionality that has evolved over the past two decades of research in Computer Mediated Communications at NJIT to create a Virtual Classroom[TM] to support distance education. Based upon many years of evaluating the effectiveness of this approach to remote education we also summarize our views about the software functionality needed for further improvement of this approach to distance education."
Community Support for Constructivist Learning
Amy Bruckman, MIT
http://www.cc.gatech.edu/~asb/papers/cscw.html

ABSTRACT: "MOOSE Crossing is a text-based virtual reality environment (or MUD) designed to be a constructionist learning environment for children ages eight to thirteen. The constructionist philosophy of education argues that learning through designing and constructing personally meaningful projects is better than learning by being told. Children on MOOSE Crossing learn computer programming and improve their reading and writing by working on self-selected projects in a self-motivated, peer-supported fashion. In experience with over 180 children and 90 adults using the system since October 1995, we have found that the community provides essential support for the childrenís learning experiences. The community provides role models; situated, ubiquitous project models; emotional support to overcome technophobia; technical support; and an appreciative audience for completed work. This paper examines the nature of that support in detail, and argues that community support for learning is an essential element in collaborative work and learning on the Internet."

Pedagogical Roles and Implementation Guidelines for Online Communication Tools
August 1999 ALN Journal
Gina Maria Funaro, Stanford Learning Lab
http://www.aln.org/alnweb/magazine/Vol3_issue2/funaro.htm

ABSTRACT: The use of online communication tools in higher education is increasing rapidly and has become an important topic as seen in educational journals and technical e-journals (e.g., "Web-based Learning and Collaboration," cover of Computer, September 1999), and even popular magazines (e.g., "The Internet Age," cover of BusinessWeek, October 4, 1999.) But as with other new educational technologies, it is not so much the tool that improves teaching and learning but how the instructor integrates the tool into the curriculum and into the educational setting [1], [2]. An important step in integrating technology successfully is beginning with an explicit definition of the pedagogical role for that technology [1]. Core to this task is understanding the types of roles asynchronous discussion tools can successfully play in higher education. The goal of this study was to find out how twelve instructors teaching various Introduction to Humanities (IHUM) courses at Stanford University utilized an asynchronous discussion tool in the teaching of their sections. In addition, we were interested in their perceptions of the value the particular technology added to their students' learning and to their teaching. In other words, what pedagogical opportunities were afforded by the use of the technology? Our aim was to glean from these descriptions and opinions a set of pedagogical roles this type of technology can play in higher education and a set of guidelines to help increase the possibility of achieving those pedagogical results using the tool.

Paradigms for On-Line Learning: A Case Study in the Design and Implementation of an Asynchronous Learning Networks (ALN) Course
August 1997 ALN Journal
John R. Bourne, Eric McMaster, Jennifer Rieger, and J. Olin Campbell
Center for Innovation in Engineering Education Vanderbilt University
http://www.aln.org/alnweb/journal/issue2/assee.htm

ABSTRACT:
This paper examines paradigms used in on-line learning, with a specific emphasis on how to effectively employ asynchronous learning networks for delivery of on-line courses. Recent progress in ALNs is presented, methodologies for getting started in creating an ALN course given, and relationships between traditional teaching and learning methods and ALN-based courses discussed. To illustrate a specific ALN model, thepaper presents a case study about the creation of an on-line course. The prospects for on-line education and the challenges that face the ALN field are considered.

Impacts of college-level courses via Asynchronous Learning Networks: Some Preliminary Results
Starr Roxanne Hiltz
http://www.aln.org/alnweb/journal/issue2/hiltz.htm

ABSTRACT: New Jersey Institute of Technology has been delivering college courses via an Asynchronous Learning Network (ALN) system called the Virtual ClassroomTM for a decade, using various media mixes. Currently, two complete undergraduate degree programs are available via a mix of video plus Virtual Classroom, the B.A. in Information Systems and the B.S. in Computer Science. This paper presents preliminary findings about impacts on students, and touches on some issues and potential impacts for faculty, individual universities, and the structure of higher education. Overall ratings of courses by students who complete ALN based courses are equal or superior to those for traditional courses. Dropout or Incomplete outcomes are somewhat more prevalent, while grade distributions for those who complete tend to be similar to those for traditional courses. For both students and faculty, more startup time devoted to solving the "logistics" of ALN delivery seems to be required at the beginning of courses. ALN delivery is not just a "different" way of doing the same thing, however; it is likely to change the nature and structure of higher education.

Constructivism in Practice: The Case for Meaning-Making in the Virtual World
Kimberley M. Osberg Department of Education Human Interface Lab, University of Washington
Chapter 1: Research Problem http://www.hitl.washington.edu/publications/r-97-47/one.html
Chapter 2: Conceptual Frameworks http://www.hitl.washington.edu/publications/r-97-47/two.html

ABSTRACT: This study compares the educational value of constructivist pedagogy as applied through the design, development and experience of 3-D interactive virtual learning environments to a traditional classroom approach and to a no instruction control. The constructivist treatment provided students with access to their choice of source content, 3-D modeling tools and instruction in virtual world development to assist in developing visual, auditory and interactive signs and symbols in the virtual environment. Traditional instruction included a biology textbook, worksheets and teacher-led discussions. Subjects were 117 7th and 8th grade students in a constructivist classroom studying wetland ecology. Students were separated into four groups each of which were responsible for designing and building a virtual learning environment. Content acquisition and meaning-making was measured by a multiple choice, quantitative pre- and post-test, concept map pre- and post-tests, interviews and a survey. Subsequent research is presented in an Addendum that indicates that virtual world building is both motivational and educationally efficacious.

Constructivism in the Collaboratory (COVIZ)
Daniel C. Edelson, Roy D. Pea and Louis Gomez, 1996
http://www.covis.nwu.edu/info/

Learning Through Collaborative Vizualization (COVIZ) A National Science Education Collaboratory
Pea, R., Edelson, D., & Gomez, L. (1994, April).
http://www.covis.nwu.edu/info/

"Issues in Computer Networking in K-12 Classrooms: A Progress Report of Four NSF Testbeds"
http://www.covis.nwu.edu/info/papers/pdf/pea-aera-94.pdf

The CoVis Collaboratory: High school science learning supported by a broadband educational network with scientific visualization, videoconferencing, and collaborative computing. Presented in the Symposium at the Annual Meeting of the American Educational Research Association, New Orleans, LA.

Cognitive engagement and higher order thinking through compute conferencing: We know why but do we know how?
From the Proceedings of the Teaching and Learning Forum 2000
Catherine McLoughlin, Teaching & Learning Centre, University of New England Joe Luca, School of Communications and Multimedia, Edith Cowan University
http://cleo.murdoch.edu.au/confs/tlf/tlf2000/mcloughlin.html

The potential of computer conferencing as a flexible, innovative form of networked learning was signalled in the literature several years ago and since then it has become mainstream pedagogic practice in many tertiary settings. Online units now incorporate discussion forums, list servs and bulletin boards as learning spaces, where students can engage in collaborative networked learning. However, there is limited empirical evidence that online learning and asynchronous text based communications support the higher order forms of learning that university graduates need to develop. Tertiary educators know why higher order thinking (HOT) is important, but they may not know how to recognise HOT or how to support it through tasks, activities and interventions while teaching online. This paper provides analysis of an asynchronous, text based communication forum in a Web CT environment and provides a framework for analysis of online interactions. In addition, the paper suggests that the educational effectiveness of computer conferencing depends on a balance of task design, facilitation and scaffolding of participant interactions so that higher order thinking can be achieved.

Computer-Supported Collaborative Argumentation for Learning Communities
CSCL'99 Workshop, 11th-12th Dec., 1999 Stanford University
Rosenberg Duska and Sillince John A.A.
http://d3e.open.ac.uk/cscl99/Rosenberg-v2/Rosenberg-v2-01.html

ABSTRACT: This paper addresses the question: "what properties of CSCA environments can support learning?" It is based on the empirical study of interaction within a group of postgraduate students involved in designing a building, where the core group was co-located and one participant remote, but linked via dedicated phone line and video conferencing. Other resources available to the group as a whole included subject-specific learning material, web archives, and e-mail. The study was carried out over three months, using empirical methods (observation and interview) and also involved an analysis of video recordings of computer-supported design meetings.

Knowledge Building in TAPPED IN and ChemSense
Patricia Schank, Judi Fusco, Elaine B. Coleman, & Christine Korbak
SRI International [ Presented at CSCL '99 Worshop on the Design and Assessment of Knowledge-Building Environments, December, 1999
http://www.tappedin.org/info/papers/cscl99kbe.html

ABSTRACT: We are involved in two NSF-funded projects in which KBEs play an critical role: TAPPED IN, a community of about 6000 educators (Schlager, Fusco, & Schank, 1998; Schlager & Schank, 1997), and ChemSense, a new research and development project aimed at improving high school chemistry learning (Coleman, Schank, Kozma, & Coppola, 1999). At the KBE workshop, we will share the knowledge-building issues and findings that have emerged in our work, criteria we've used to evaluate and design KBE tools, and our current needs. We are particularly interested in potential collaborations with other developers to assemble an extensible architecture for KBEs (using XML, Java, the web, etc.).

Cornerstones for an On-line Community of Education Professionals
Mark Schlager, Judith Fusco, Patricia Schank - SRI International
http://www.tappedin.org/info/papers/ieee.html

In a prior issue of Technology and Society [1], McFarland argues that we should not view the Internet as a superhighway, but rather as a gathering place, or agora, that "brings people together, encourages participation, and supports creativity," a place that is "always growing, adapting, and changing in response to new ideas and initiatives." We agree with McFarland's metaphor and quibble with only one point. We believe that many of the key social issues raised by McFarland-what form of governance and facilities are needed to support cooperation and group work; how can people with similar interests find one another; how are the benefits and costs of the system shared equitably; and how to foster cooperation and trust-cannot be addressed solely at the level of the Internet as a whole.

ScienceSpace: Virtual Realities for Learning Complex and Abstract Scientific Concepts
Chris Dede, Marilyn C. Salzman and R. Bowen Loftin
http://www.vetl.uh.edu/ScienceSpace/absvir.html

ABSTRACT: Three virtual worlds have been built to investigate the effect of immersive, multisensory computer-generated experiences on learning topics in science. Currently targeted at high school and beginning college students, these worlds address Newtonian mechanics, electrostatics, and molecular structure and dynamics. Data has been collected on usability and learning through questionnaires, pre- and post-tests, in situ prediction and experiment, and post-session interviews. The results are not uniformly conclusive but suggest that students can improve their mastery of abstract concepts through the use of virtual environments that have been designed for learning. Moreover, usability studies have identified many significant problems that have been addressed in successive refinements of these worlds. Future work will include collaborative learning studies (both local and distant), use of intelligent agents, and comparison with two-dimensional microworlds.

The Impact of Three Dimensional Immersive Virtual Environments on Modern Pedagogy: Global Change, VR and Learning.
In Proceedings of Workshops in Seattle, Washington, and Loughborough, England in May and June 1997
http://www.hitl.washington.edu/publications/r-97-32/

The National Science Foundation (NSF) funded the Human Interface Technology Laboratory (HITL) at the University of Washington to hold a three-day workshop on "The Impact of Three Dimensional Immersive Virtual Environments on Modern Pedagogy" in Seattle, Washington, and a three-hour mini-workshop at a Virtual Reality in Education and Training (VRET '97) Conference in Loughborough, England. The Seattle workshop brought together 35 educational technologists, teachers, cognitive scientists and specialists in global change from across the United States. This final report primarily is our effort to synthesize, distill and summarize the discussions and comments made by participants in the Seattle workshop.

The Impact of Three-Dimensional Immersive Virtual Environments on Modern Pedagogy
William Winn Human Interface Technology Lab, University of Washington (1997)
http://www.hitl.washington.edu/publications/r-97-15/

The purpose of this paper is to get some ideas onto the table from which to begin our deliberations about using virtual reality and other technologies to teach about global climate change. This paper is not intended to propose an agenda. It does not pretend to be exhaustive or exclusive. Nor is it intended as a first draft of any final report we might write. I hope that there will be some discussion, clarification, rebuttal or rejection of the points below by email before we meet. In this paper I raise issues that I believe to be relevant to research concerning the potential of virtual reality to teach complex material. These include: Attributes of Virtual Reality (VR) and Virtual Environments (VEs), why we are focusing on Global Change as our subject matter, approaches to learning in VEs, student characteristics, and the risks of advocacy for VR. I hope that these thoughts will inspire debate and argument about the relative merits of VR for helping students learn science.

Avatars, Identity and Meta-Place: the Geography of a 3-D Virtual World of the Internet
Martin Dodge Center for Advanced Spatial Analysis University College, London
http://www.casa.ucl.ac.uk/martin/varenius_placeidentity.pdf

Martin Dodge examines the social form and physical geography of an Internet 3D virtual world (Alpha World in Active Worlds) and the social form of graphical identities (Avatars) that participants use to communicate in these spaces. Social interaction, the development of online identities, communication and the construction of meaningful meta-places is looked at in relationship to the same experiences in the "real world."

Explorations in Alpha World: The Geography of 3-D Virtual Worlds on the Internet
Martin Dodge, CASA, University College, London
http://www.casa.ucl.ac.uk/martin/ibg99.pdf

ABSTRACT: In this paper I will examine the geography of one particular type of virtual reality - virtual worlds. They are publicly available on the Internet and are designed for social interaction in real-time. The two key elements of these systems that move them beyond conventional computer-mediated communication channels into the realm of virtual reality are the shared graphical environment in which interaction takes place and the use of avatars to represent participants. The AlphaWorld virtual world is used as a case study. I describe both the social and physical geography of AlphaWorld, highlighting the particular characteristics of this type of virtuality and how it is being used by a distinct community of inhabitants.

Euroland: Active Knowledge Building Through Different Formats of Mediated Communication
Ligorio M.B., Trimpe J.D. Dept. Of Educational Psychology Katholieke University of Nijmegen (NL) http://pluk.wau.nl/Euroland/SharedFolder/Communication_Formats.doc

ABSTRACT: Aim of this article is to inquiry about modalities of integration of different formats of communication (text-based versus iconic; asynchronous versus synchronous) in a virtual environment called "Euroland", aimed at active knowledge building. Euroland is a virtual world built by a Dutch-Italian community where educational, cross-cultural, and interdisciplinary tasks are designed, implemented, performed, and evaluated by all the participants. The theoretical perspectives related to collaborative knowledge building and to the visualization in a 3d environment are selected to answer to the following research question: how the different communication formats available are used and combined in such environment? In order to answer to this question the analysis system designed in purpose is presented and the relevant results are reported and discussed. It is concluded that the communication formats available have a reciprocal influence on each other and ten strategies of integrating the communication formats are found and described. The reciprocal influence and the ability to generate new strategies of integration become stronger over time, since the community is more aware of the educational potentiality of each tool and of the integrated possibility of use. New and contextualized strategies are generated, depending upon each specific situation and context, constantly re-defined during the interaction among the partners and between the partners and the artefacts present into the 3d environment.

Identity in the Cyberspace: The Social Construction of Identity Through On-line Virtual Interactions
Alessandra Talamo, University of Rome (IT) M. Beatrice Ligorio, Visiting Scholar University of Nijmegen (NL)
http://pluk.wau.nl/Euroland/SharedFolder/IDENTITY_handout.doc

ABSTRACT: This paper refers to the recent theoretical advances on the dialogical construction of self, applied into a particular interactive educational 3D virtual world. The aim of this study is to analyze how identities are built and maintained in this type of not-immersive cyberspace, where the 3D interactive environment is completely generated by the computer, planned, and built by a community of learners and practice (Brown & Campione, 1990; Wenger, 1995). During the on-line connections, users are personified by an "Avatar" and through it they can walk, fly, look around the virtual world, build and manipulate the 3D objects, perform virtual actions, and chat with other users. The assignment given to the community is to construct an educational world, called "Euroland". A selected sample of excerpts from the textual chats generated while visual interactions are taking place is analyzed, supported by related screen-photos, using the ethnographic method (Geertz, 1973; Duranti, 1992). The analysis shows how identities are built in such environment through social interaction and dialogical processes. It is concluded that cyber identities seem to be highly congruent to the development of the recent psychology that considers identities as multiple in their conceptualizations (Gergen, 1991; Glass, 1993), "voiced", and "positioned" (Hermans, 1996).

Virtual Playground: Architectures for a Shared Virtual World
Schwartz, P., Bricker, L., Campbell, B., Furness, T., Inkpen, K., Matheson, L., Nakamura, N., Shen, L.-S., Tanney, S., and Yeh, S. (1998)
Human Interface Technology Lab University of Washington
http://www.hitl.washington.edu/publications/r-98-12/

ABSTRACT: This paper describes a shared virtual world with four key goals: a reasonable economic model; low latency for world synchronization; a hospitable environment for users; and affordances for social interaction. The first goal is supported by examining economic issues related to the design of commercially viable 3D virtual environments including issues such as allowing use of currently developed Web based content. The second goal is supported by underlying network support that combines a mixed set of Internet protocols and a mixed model of a central server for universal resource management and multicast based transaction distribution. The final two goals are supported through architectural design patterns and a literature review of social issues and personal representation in virtual worlds.

Virtual Organizations and Virtual Worlds - A Case Study of AVATARS '98
Bruce Damer & Stuart Gold, Contact Consortium Jan de Bruin & Dirk-Jan de Bruin Tilburg University/Virtual World Consortium
http://www.ccon.org/papers/debruinav98.html

ABSTRACT: The paper explores the links between social movements, virtual organizations and Virtual Worlds. In order to be successful, social movements need organizations to give them direction. There is a fast-growing movement of dedicated Internet users who want to colonize Cyberspace and transform it into a galaxy of interconnected Inhabited Virtual Worlds (IVW). The Contact Consortium (CCON) is one of the spearheads of that movement. Because there is not a utilitarian or power relationship between the movement and the organizations, it is only possible to give the movement direction if one can mobilize consensus and commitment. This type of organization was called 'normative' in organization science (Etzioni, 1968: 104), and would now be labeled 'virtual' or 'imaginary' (Hedberg et al., 1997). Because commitment and consensus are so important, it is vital that these organizations create, maintain and expand them. Large-scale events that inspire and mobilize the adherents are essential. For CCON, the annual conference fulfills this function. Because the people involved in CCON are spread all over the world, its last conference - and tradeshow - was held in Cyberspace. This paper describes this new application of the medium IVW. Furthermore, we compare this type of virtual meeting with others of its kind. The thought behind the comparison is that different technologies, which emerge in different social contexts, will tend to converge. After summarizing our experiences with this new use of the medium IVW, we argue in the closing section of the paper for inclusion of Groupware in Virtual World browsers. To make Virtual Worlds real 'worlds' in the philosophical sense, social technologies, which facilitate deliberation and even policymaking, should also be part of virtual life.

How we became net friends, and what we learned from it
Michael Jakobsson, Dept of Informatics, Umea University, Sweden Victoria L. Popdan, Johns Hopkins University, Washington, DC
http://www.informatik.umu.se/~mjson/nfabstract.html

ABSTRACT: This paper is an auto ethnographic study of the development of a net friendship. One of the effects of the spreading use of Internet is that more and more people form relations between them without meeting face-to-face. Our goal has been to try to capture some of the specific characteristics of the development of such a friendship, with an emphasis on the interaction in virtual worlds. Much of the discussions in the paper are at some level connected to the question of what a net identity is and how it is constructed. Our main points are: Some personal traits are emphasized in virtual contexts and some are de-emphasized. But on the whole, the way a person is perceived is very different compared to meeting FtF. By restricting interaction to the exchange of ideas, without the burden of exposing ones physical characteristics opens for a more direct style of interaction. The virtual body is of importance for the perceived engagement of the virtual world experience and as a conveyor of emotions. It even mentally takes the place of the physical body. The way the technology is designed affects the form of the social interaction, but often in ways not predicted by the designer. The technology worked as a shield, but not between Vicki and Mike, but between Mike and his girlfriend. When we import props from the real world such as bodies and object, we also import meaning attached to them. Our conclusions are that net friendship is different from friendships in a physical setting in many ways. But there is nothing that indicates that the net friendship should be less real or important than its physical counterpart. This is perhaps best taken both as a promise and a warning. People who hope to use the net for real meaningful social interaction may be able to find what they are looking for, while people who wish to use the net for detached and non-committal adventures that they think will bear no consequences on their off-line existence should take this paper as a warning.

Why Bill was killed - understanding social interaction in virtual worlds
Jakobsson, Mikael (1999). In Nijholt, A. et al. (eds.).
Interactions in virtual worlds. Proceedings of the fifteenth Twente workshop on language technology. Enschede, The Netherlands: Twente University.
http://www.informatik.umu.se/~mjson/billabstract.html

ABSTRACT: This paper deals with how we should approach the sociology of virtual worlds on the Internet. I argue for the importance of establishing an inside view based on direct experiences of the phenomenon, to avoid the risks of drawing erroneous conclusions about virtual worlds based on the physical world, and not realizing that virtual worlds are full of real people engaged in real interaction. I present an incident from a world based on the Palace technology to examplify the following points: The social interaction is fundamentally different from interaction in the physical world. The interaction is real. The social structures are hierarchical. People are not anonymous.

3D Virtual Worlds and Learning: An Analysis of the Impact of Design Affordances and Limitations in Active Worlds, blaxxun interactive, and OnLive! Traveler; and A Study of the Implementation of Active Worlds for Formal and Informal Education.
Michele Dickey College of Education, Ohio State University
(go to bio/research - Dissertation is available in pdf file format)
http://michele.netlogix.net/

ABSTRACT: Within this decade there has been a proliferation of computer technologies that allow users to communicate and collaborate over time and space. These emerging technologies have had a great and resounding impact on the field of education by not only influencing practices within the classroom, but by expanding and challenging our notions of how we learn. During the past few years, educators have begun to experiment with the use of text-based virtual worlds to both supplement and expand classroom practices. While text-based virtual worlds offer many unique opportunities for collaborative and cooperative learning, they lack the visual opportunities afforded by such technologies as virtual reality. 3D virtual worlds represent an emerging technology that offers the communicative opportunities of text-based virtual worlds, but with a 3D environment that provides a visual representation of space and place for users to interact within. This thesis is a two-part study into the design and implementation of 3D virtual worlds for educational purposes. Part one of this study provides an analysis of the impact of design affordances and limitations of three popular 3D virtual worlds (Active Worlds, blaxxun interactive, and OnLive! Traveler) by addressing the way the user is constructed. This study relied on the use grounded theory methodology to analyze the various design features that serve to construct presence, representation, and embodiment of users. The findings indicated that although all three 3D virtual worlds had roughly comparable design affordances and limitations, each functions in different ways. In turn, it was revealed that these three worlds provide interesting and different potential as learning environments. Part two of this study is an investigation of how Active Worlds is currently being used for both informal and formal education. The two case studies provided in this investigation are an AW object modeling class offered by Active World University (informal) and an undergraduate business-computing course offered by the University of Colorado-Boulder College of Business (formal). Findings revealed that in both case studies the use of a 3D virtual world provided unique learning opportunities that would be difficult to replicate in a physical classroom. Implications of this study can be applied to the design, practice, and future research of the educational use of 3D virtual worlds



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