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The Evaluation of SHU3DED Cyber Campus A
The Evaluation of SHU3DED Cyber Campus A
The Evaluation of SHU3DED Cyber Campus A
Abstract— This paper presents the preliminary findings of an develop. Cyber campuses are specially designed meeting
empirical study that aims to evaluate the efficacy of 3D virtual points that operate on Multi-User Virtual Environments
worlds for synchronous distant learning activities. A pilot (MUVE’s), in which users gather and exchange learning
study was conducted to evaluate the prototype developed, the materials, communicate and collaborate in a state of the art
procedures and instruments of data collection, to prepare the
3D environment [4]. Cyber campuses offer shared 3D
study investigating whether virtual worlds can help students
participate more effectively in learning activities. The spaces that support variety of multimedia presentation
theoretical framework is presented, together with the proposed techniques, tools for synchronous interaction and
prototype, method and results of the pilot study, its associated communication, enhancing socialization among users [5].
limitations and the future work that we intend to perform. Using a virtual representations of themselves (avatars),
students navigate and interact with their peers and learning
Keywords: virtual worlds; cyber campus; MUVE; pilot study; materials in the virtual world and can also create and
interact with virtual objects, achieving the “immersion”
I. INTRODUCTION feeling of being there [6]. Taking these attributes into
The use of technology for education has drawn a lot of account, cyber campuses are considered as an effective
attention in the past decade, concentrating on how to vehicle for learning support [7].
enhance learning activities and support students’ needs.
However, some students face issues that restrict them from III. THEORETICAL FRAMEWORK
attending the university, missing important learning The theoretical framework of this research is based on 1)
experiences through personal interaction with both the staff the methodology for evaluating the efficacy of MUVE’s for
and their peers. One of the solutions used to facilitate synchronous distant learning proposed by [8] and 2) on
computer-mediated learning is virtual worlds, in the form of empirical investigation of the ability of virtual worlds to
cyber campuses. The ability of cyber campuses to allow overcome barriers of access and participation in learning. In
students participate more effectively in learning activities a MUVE, learning is strongly related to student perceptions
has been empirically investigated, using a prototype that has of presence, communication, awareness and the feeling of
been developed. To prepare for this investigation, a pilot belonging to a community [8]. This methodology enables us
study has been conducted to assess the procedures and data to evaluate the efficacy of our cyber campus prototype to
collection instruments and is discussed in this paper. support synchronous distant learning activities. Our research
then aims to investigate how virtual worlds may allow
II. BACKGROUND AND CONTEXT students participate more effectively in learning activities.
There are many reasons why some students cannot One of the most important features of 3D virtual
attend university. To support them, a range of learning environments is the strong presence sensation that they
material delivery tools e.g. Blackboard are provided, provide compared to 2D environments [9], generating
facilitating E-Learning technologies through distance. E- immersion, which is the feeling of the user’s actual presence
Learning is capable of supporting learning using various in the environment [10]. Immersion enhances collaboration
multimedia techniques over the Internet, enabling users to and socialization [7] and is strongly related to learning;
exchange knowledge using asynchronous or synchronous “increasing presence also increases learning and
communications in their own time and pace [1], providing performance” [8]. According to [8], presence factor is not
opportunities for more accessible education. However, the enough when measuring users experience on MUVE and
conventional distant learning environments currently in use they propose additional factors comprising awareness,
are considered “socially dry” [2], therefore the important communication and sociability. Awareness relates to the
learning experiences that can be obtained when students ability to feel the existence of other users in the
attend and participate in learning cannot be replicated. As a environment, communication concerns the non verbal
result of technology mediated learning through distance, communication that complements verbal and sociability
traditional E-Learning lacks of human-to-human interaction relates to the use of a social space that facilitates
[3]. This has been taken into consideration and the use of collaboration, socialization, access to information and the
virtual worlds in the form of cyber campuses has started to sense of belonging to a community [8].
IV. THE DESIGN OF SHU3DED 3) Instruments
To perform this investigation, the SHU3DED (Sheffield To collect empirical data from this pilot study, students
Hallam University 3D EDucation) cyber campus has been completed a post experiment survey at the end of each
developed using Opensim server (www.opensimulator.org). session. This survey has been adapted from [9], [12] and [8].
To provide learning functionalities to the prototype, the We have also recorded the chat communication between
Moodle learning management system (www.moodle.com) students during sessions for further analysis.
together with Sloodle (www.sloodle.org) were deployed. VI. RESULTS
Moodle can be partially integrated into virtual worlds using
Sloodle, offering a series of learning functionalities to be Due to the fact that sessions were conducted under the
ported. Sloodle then establish communication with Moodle same experimental procedures, results were first aggregated
through objects in the virtual world, allowing the design of and analyzed and then examined individually. The presence
activities to be retrieved within the environment. Details of results were analyzed first (Table I). The total presence
design influences, layout and features of the prototype are score is calculated by aggregating all presence items
discussed in [11]. (Max=133, Min=19). It can be observed that students
expressed high perceptions of presence in the virtual world
V. THE PILOT EVALUATION (101.6), even if they were all in the same physical setting.
The purpose of this pilot study is to evaluate the efficacy Individual factors analysis revealed that users had good
of the prototype to support synchronous learning activities. sense of control (CF) in the environment (M=5.3, SD=0.6).
Procedures and data collection instruments have also been Similar results have been obtained for SF (M=5.4, SD=0.8),
evaluated to identify issues that might influence the validity RF (M=5.1, SD=0.8) and DF (M=5.5, SD=0.7), with similar
and reliability of the intended study. This pilot study aims to data dispersion. The additional factors and environment
replicate the setting and procedures to be used as far as evaluation results are summarized in table II. Students
possible, to ensure good operation in practical environment, expressed high sociability, awareness and communication
conditions management and procedures simulation. perceptions, even if they used only the textual chat and
1) Participants gestures to communicate. Results corresponding to the
This pilot study was conducted in three sessions specific evaluation for the virtual world, productivity and
involving three different groups. 23 undergraduate general satisfaction also revealed high mean (M=4.2) with
computing students of Sheffield Hallam University were relatively low data dispersion. Further investigation has
recruited comprising three groups of 7, 13 and 3 students been performed to identify differences between groups,
(21 of males and 2 females, between 19 and 21 years old). revealing no significant differences; therefore we accepted
2) Procedures the aggregated data analysis.
TABLE I.
Three 60-minute sessions were performed in a university
computer room. Students logged in the system and spend Presence Questionnaire Results
Total Presence Presence Factors
few minutes in the orientation area to learn its basic
functionality. Students then “teleported” to the lecture room, Total Scaled CF SF RF DF
where the principal author delivered an oral presentation Mean 101.6 5.3 5.3 5.4 5.1 5.5
based on the educational use of virtual worlds (Fig. 1a). SD 11.6 .6 .6 .8 .8 .7
Since students and presenter were in the same room, the oral Max 118 6.2 6.4 6.8 6.5 6.7
aspect of the presentation took place in real world and Min 76 4 4 3.3 3.5 4
presentation slides appeared in the virtual world, thus Legend: CF=Control Factors, SF=Sensory Factors, RF=Realism Factors,
students were looking at their screen while listening to the DF=Distraction Factors.
presentation. Students then undertook a virtual quiz and then
teleported to the tutorial room where discussion based on TABLE II.
the use of virtual worlds in education took place (Fig. 1b). Additional Factors Results
Efficacy Factors Environment Evaluation
SOC COM AW PRO SAT CVE
Mean 3.9 4.2 4.3 4.1 4.4 4.3
SD .2 .3 .4 .6 .5 .3
Max 4.3 4.7 5 5 5 5
Min 3.6 3.7 3.7 2 4 3.9
Legend: SOC=Sociability, COM=Communication, AW=Awareness, PRO
=Productivity, SAT=Satisfaction, CVE=Collaborative Virtual Environment