Reflecting on using a theory seeded methodology for designing and building effective 3D Multi-User Virtual Environments for vocational education
Todd Cochrane, Nelson Marlborough Institute of Technology ; Nikki Davis, Department of Centre Institution ; Julie Mackey, Department or Centre Institution
ASCILITE - Australian Society for Computers in Learning in Tertiary Education Annual Conference, ISBN 978-1-74138-403-1 Publisher: Australasian Society for Computers in Learning in Tertiary Education
A design-based theory seeded methodology was used in a pilot study that undertook to develop a 3D multi-user virtual environment (MUVE) for temporary traffic management education. This methodology is a synthesis of educational design-based research and software development practices. However, learning affordances in 3D MUVEs have yet to be considered. Simulation and social communication are treated as essential features that indicate affordances of 3D MUVEs. In the next iteration of the design, social communication activities, and simulation are to be explicitly used in the development of a 3D MUVE to use for training ship’s bridge personnel how to communicate on the bridge in emergency situations.
Cochrane, T., Davis, N. & Mackey, J. (2013). Reflecting on using a theory seeded methodology for designing and building effective 3D Multi-User Virtual Environments for vocational education. In Proceedings of Electric Dreams. Proceedings ascilite 2013 Sydney (pp. 162-166). Australasian Society for Computers in Learning in Tertiary Education. Retrieved March 24, 2019 from https://www.learntechlib.org/p/171123/.
- Broadribb, S. & Carter, C. (2009). Using Second Life in human resource development. British Journal of Educational Technology, 40(3), 547-550.
- Clifton, M. & Dunlap, J. (2003). What is SCRUM? In the Code Project. Retrieved from http://www.codeproject.com/Articles/4798/What-is-SCRUM. Cobb, P., Confrey, J., diSessa, A., Lehrer, R. & Schauble, L. (2003). Design experiments in Educational research. Educational Researcher, 32(1), 9-13.
- Cochrane, T., Davis, N., & Morrow, D. (2013). A Proposed Theory Seeded Methodology for Design Based Research into Effective use of MUVEs in Vocational Education Contexts. International Journal of Virtual and Personal Learning Environments (IJVPLE), 4(2), 50-64.
- Dalgarno, B. & Lee, M.J.W. (2010), What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41: 10–32.
- Dede, C., Nelson, B., Ketelhut, D.J., Clarke, J. & Bowman, C. (2004). Design-based research strategies for studying situated learning in a multi-user virtual environment. In Proceedings of the 6th international Conference on Learning Sciences (Santa Monica, California, June 22-26, 2004). International Conference on Learning Sciences. International Society of the Learning Sciences, 158-165.
- Design-Based Research Collective (2003). Design-based research: An emerging paradigm for educational inquiry. Educational Researcher, 32(1), 5-8.
- Falconer, L. (2013). Situated learning in accident investigation: a virtual world simulation case study. International Journal of Learning Technology, Vol. 8, No. 3, 2013, 246-262.
- Gerald, S. & Antonacci, D.M. (2009). Virtual World Learning Spaces: Developing a Second Life Operating Room Simulation. EDUCAUSE Quarterly, 32(1), 5-5.
- Hewitt, A.M., Spencer, S., Mirliss, D., & Twal, R. (2009). Preparing Graduate Students for Virtual World Simulations: Exploring the Potential of an Emerging Technology. Innovate: Journal of Online Education, 5(6).
- Hunter, R. (2006). Structuring the talk towards mathematical inquiry. In P. Grootenboer, R. Zevenbergen, & M. Chinnappan (Eds.), Identities, cultures and learning spaces. Proceedings of the 29th annual conference of the Mathematics Education Research Group of Australasia (Vol. 1, pp. 309-317). Sydney. MERGA
- Lave, J. & Wenger, E. (1991). Situated Learning Legitimate peripheral participation. Cambridge University Press, Cambridge UK.
- Mishra, P., & Koehler, M. (2006). Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge. Teachers College Record, 108(6), 1017-1054.
- Nerur, S., Mahapatra, R., & Mangalaraj, G. (2005). Challenges of migrating to agile methodologies. Commun. ACM 48, 5 (May. 2005), 72-78.
- Plomp T. (2007). Educational Design Research :An introduction, in An Introduction to Educational Design Research, Proceedings of the Seminar at the East China Normal University, Shanghai (PR China), November 23-26, 2007 (pp 9-35) SLO – Netherlands institute for curriculum development.
- Prasolova-Førland, E. (2004). Virtual Spaces as Artifacts: Implications for the Design of Educational CVEs. International Journal of Distance Education Technologies, 2, 94-115.
- Reeves, T.C. (2006). Design research from the technology perspective. In J.V. Akker, K. Gravemeijer, S. McKenney, & N. Nieveen (Eds.), Educational design research (pp. 86-109). London: Routledge.
- Sharp, H., Rogers, Y., & Preece, J. (2007). Interaction Design– beyond human-computer interaction. (2nd Edition Ed.) (pp. 181–217). John Wiley& Sons.
- Walker, V.L., & Rockinson-Szapkiw, A. (2009). Educational Opportunities for Clinical Counselling Simulations in Second Life. Innovate: Journal of Online Education, 5(5).
- Wheeler, M. (2009). Developing the Media Zoo in Second Life. British Journal of Educational Technology, 40, 427-443.
These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact email@example.com.