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Transcript of 2011 04-04 (educon2011) emadrid cdkloos uc3m towards parallel educational worlds
Towards Parallel Educational Worlds
Carlos Delgado Kloos, Carmen Fernández-Panadero,Mª Blanca Ibáñez, Mario Muñoz, Abelardo Pardo
Universidad Carlos III de Madrid
www.it.uc3m.es/cdk
www.emadridnet.org
Outline
1. Introduction
2. Linking physical and virtual worlds
3. Learning objects in physical and virtual worlds
4. Assessment in physical and virtual worlds
5. Learning activities in physical and virtual worlds
6. Conclusions
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1. Introduction
Educational material and activities are being digitized
Technology is now offering possibilities to mix physical and digital elements with a finer granularity then in blended learning
Learning descriptions (specifications and standards) too web-oriented still not adapted to the new mixed possibilities
How to define learning processes in an abstract way, leaving the concrete details of enactment open
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Example: Augmented Reality
Superimposition of text, images or 3D models
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Example: Virtual Reality
3D modelling of the real world, imaginary, augmented, or mediated worlds
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Learning in the Physical World
ActorsLearners InstructorsCo-learners
ContentEducational material (documents, images, videos)Tangibles
ContextEnvironment (class, etc.)
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Moving Elements to the Virtual
Educational material (Content)Documents ImagesVideos
Personal information (Actors)Personal dataRelationships (social graph)Presence infoActivities…
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From III via WWW to GGG
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III
WWW
GGG
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WWW (World Wide Web):Images of Documents
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Works without electricityBurnable to make fire
Perfectly copiableSearchable
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GGG (Giant Global Graph):Images of Persons
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Actors:Parallel Identities
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Environment
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Parallel Worlds
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Real, physical
Virtual, digital
Milgram’s Continuum
Paul Milgram, H. Takemura, A. Utsumi, F. Kishino: Augmented Reality: A class of displays on the reality-virtuality continuum. SPIE, vol. 2351, pp. 282-292 (1994)
etclab.mie.utoronto.ca/publication/1994/Milgram_Takemura_SPIE1994.pdf
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4. How to link these worlds?
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Real, physical
Virtual, digital
How to LinkPhysical and Virtual Worlds?
Geo-location
Graphic tags: QR, LLA codes, etc.
Electronic tags: RFID, NFC
Recognition in the visible, IR, or ultrasound spectrum
2D or 3D projections
Holography
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Geo-location
Global Positioning System (GPS)For positionWorks only in the open
Internal compassFor direction
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Text Tags
TextGeographical coordinatesContext infoURL
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Graphic Tags
Several StandardsQR codesLLA markersAR markers
Readable content TextBusiness card infoPositioning infoURL
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Electronic Tags
RFID (Radio Frequency Identification)BluetoothNFC (Near Field Communications)Bluetooth Low Energy
Readable and writable contentPaymentTracking
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Recognition
Visible spectrumCamspace
Infrared spectrumNintendo Wii
Ultrasound spectrumSensitive objects
CombinationMicrosoft Kinect
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Holography
3D light field scattered by an objectis registered and then reconstructed
E.g. Holoviziogenerates all the light beams to make
the 3D view of the displayed objectvisible in the whole field of view
Views from different perspectivesNo goggles neededVideo possible
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Learning Object (LO): “any entity, digital or non-digital, that may be used
for learning, education or training” (IEEE) “any digital resource that can be reused to support
learning” (D. Wiley)
3. Learning Objectsin Physical and Virtual Worlds
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Learning Objectsin Physical and Virtual Worlds
Digital Learning Objects Easy to copy Easy to share Easy to reuse
Physical Learning Objects Can be touched Have a weight Have a location
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Learning objects
Revival of physical learning objects
Tangible interfaces
Mixed objects
Virtual objects in 3D worlds
Location and physical propertieshave to be taken into consideration
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4. Assessmentin Physical and Virtual Worlds
Multiple Choice testsfilled out by hand
Multiple Choice testsresponded with a computer
Gymkhanasin the physical world
Gymkhanasin the augmented physical world
Gymkhanasin a virtual world
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Assessmentin Physical and Virtual Worlds
Multiple Choice by hand Actors: Physical, Content: Physical, Context: Insensitive
Multiple Choice by computer Actors: Physical, Content: Virtual, Context: Insensitive
Gymkhanas in the physical world Actors: Physical, Content: Physical, Context: Sensitive
Gymkhanas in the augmented physical world Actors: Physical, Content: Physical/Virtual, Context:
Sensitive
Gymkhanas in a virtual world Actors: Virtual, Content: Virtual, Context: Sensitive
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Assessmentin Physical and Virtual Worlds
MultipleChoice (in any way) Context insensitive Simple interaction
(choose and write) Assessment of
knowledge
Gymkhana (in any world) Context sensitive Rich interaction
(complex manipulation) Assessment of
knowledge, skills, and competences
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Specification in IMS QTI <questestinterop>
<qticomment>Simple T/F multiple-choice.Radio.Response</qticomment> <item ident="IMS_V01_I_BasicExample001”> <presentation label="BasicExample001”> <flow> <material><mattext>Paris is the Capital of France</mattext> </material> <response_lid ident="TF01" rcardinality="Single" rtiming="No"> <render_choice> <flow_label> <response_label ident="T"> <material><mattext>Agree</mattext></material> </response_label> <response_label ident="F"> <material><mattext>Disagree</mattext></material> </response_label> </flow_label> </render_choice> </response_lid> </flow> </presentation> … <resprocessing>…</resprocessing> <itemfeedback>…</itemfeedback> </item></questestinterop>
Location and Context in Assessments
Location parameter becomes important
Rich interaction increases expressiveness
There should be a smooth way to enhancesimple Multiple Choice tests torich gymkhanas in any kind of world
This smooth transition should besupported by adequate specification formats
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5. Learning Activitiesin Physical and Virtual Worlds
Coreography of activities
Educational Mark-Up Languages (EMLs)
IMS LD (Learning Design), LAMS, etc.
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Learning Activitiesin Physical and Virtual Worlds
The same unit of learning should able to be enactedin several different “pure” settings:Real world:
learners: real persons, LOs: tangible objects, environment: physical rooms
Web-based setting: learners (represented by): login ids, LOs: SCORM-based
digital resources, environment: web pages
3D virtual world: learners (represented by): avatars, LOs: entities in 3D
virtual worlds, environment: 3D virtual worlds
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Learning Activitiesin Physical and Virtual Worlds
But also in “mixed” settings:Augmented reality:
learners: real persons LOs: physical objects with virtual complements environment: physical world
Augmented virtuality: learners: avatars LOs: virtual objects with possibly complements from the
real world environment: 3D virtual mirror world (with natural or
distorted dimensions) or imaginary world
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6. Conclusions
Need for a setting-independent description of the learning scenarioDefine first (abstractly), then enact in different
settings
Mixed interrelated scenarios
Standards and specifications need to beadapted to the new possibilities
Content can become context
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Conclusions
The “location” parameter becomes relevantThe internet implied the death of distance, now back
Several levels of abstraction neededPosition-orientedConceptualLike levels in maps
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