The Research and Evaluation of current Trend in Education-Second Life and U-Learning
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Transcript of The Research and Evaluation of current Trend in Education-Second Life and U-Learning
• Structure of research and implementation
Paper study and research Implementation and Survey Outcome analysis and Evaluation Future development and Suggestion
• Current education approaches Traditional learning E-learning (Second Life as example) U-learning
• Introduction to Second Life Online 3D platform Linden Lab, 2003 Linden Scripting Language Education, business, politics, etc.
• Introduction to U-learning Wireless communication network Mobile device Learning system design Learning through: - Any time, any place, any device
• Compare current education approaches: Traditional
LearningE-Learning U-Learning
Material Textbook, reader, etc
Digital content and program, etc.
Digital content and multimedia, environment-interactive system
Requirement Physical classroom and equipment
Computer, projector, Network
Mobile device,Sensor tag,Wireless network
Constraint Time, place place None, any time, any place, any device
• Compare current education approaches:
Characteristic Learn by description
Learn by experience (virtual)
Learn by experience (Real)
Suitable for Higher education
Construction of knowledge database, knowledge sharing
Certain training, elementary education
Traditional Learning
E-Learning U-Learning
• Implementation• Purpose: Encourage feedback Figure out users’ suggestion or need Clarify feasibility and acceptance• Time and place: 2008.12.31 CL324 Computer Lab in Lanyang Campus
• Implementation• Process: Let sophomore students experience
learning environment in Second Life after a brief introduction and orientation.
• Target user: Sophomore students in the college of entrepreneurial development
• Photos as record
• Implementation• Photos as record
• Survey and outcome analysis• Over 70% use computer for more than 3 hrs per day
Positive outcome: • Over 85%, potential improvement for their English ability• Over 76%, evoke their interests to try and learn more• Over 75%, learning activity takes place in Second Life
• Survey and outcome analysisPositive outcome: • Over 75%, suitable for students in entrepreneurial
development college to start up experimental virtual business.
• Over 85%, willing to take distance class through Second Life
• Survey and outcome analysisSuggestion: • Efficiency of lecture delivering• Technical problem• The need of orientation or training program for users• Distraction problem of student
• Interview with EducatorsPositive opinion: • Innovative concept and open environment• Willing to learn and try to use• Can facilitate knowledge sharing at certain degree
• Interview with Educatorssuggestion: • Technical problem: Link bandwidth and graphic card• Concern of non-computer background educators or users• Degree of adaptation of students• Issues with Intellectual Property Right• Easy-to-use interface design• Problem of learning activity design
• Problem Integration and Possible SolutionMain outcome: • Second-Life as part of education facilitating tool• Combine advantages from different education methods• According to the characteristic of subject and type of material• Reach better learning performance• Awake student’s enthusiasm and interest
• Problem Integration and Possible SolutionSolution: • Technical Problem: * through broadband or fiber communication network, or through computer lab on campus
* Start up by enthusiastic educators and students first.
• Problem Integration and Possible SolutionSolution: • Concerns of non-computer background users: * Orientation in the beginning for every novice * Advanced training program is optional * Virtual seminars and lectures are plenty
• Problem Integration and Possible SolutionSolution: • Degree of adaptation of student: * Quite friendly compare to other games * Game-like interface attracts students * Vivid introduction and help by tutor
• Problem Integration and Possible SolutionSolution: • Issues of Intellectual Property Right: * Common sense * associations for educators to cooperate and collaborate
• Problem Integration and Possible SolutionSolution: • Problem of learning activity design : * Experience from other universities * Educator community * Integrate with other system or platform
• Evaluation and Future Development
* Personalization v.s. socialization * Student’s learning behavior and pattern * Limitation and constraint for each learning method * Passion of educators and learners * Trend analysis: education support platform
• Evaluation and Future Development SWOT analysis for apply Second Life as part of
education facilitation tool in LanYang Campus Overall: for whole campus Specific: College of Global Research and Development College of Entrepreneurial Development
• SWOTStrength Weakness
* Improvement students’ English ability* Knowledge sharing (collaborative intelligence)* Interaction and social activity* Programming Language & modeling skill* Expand viewpoint* Clarify personal interest
* Budget problem* Construction needs time and effort* Participant’s background* Not suitable for all subjects* Student’s learning attitude* Technical requirement
• SWOTOpportunity Threat* Try for free* Distant learning* Start up business* Virtual tour* Case study on global issues* Collaboration between educators* Cooperation with other universities* Catch up with the trend
* Project Failure* Pressure from upper management level* Crime problem* Security problem* Other problems: black-out, database, etc.
• Question and Feedback
• Thanks for your attention
• Job assignment:• Introduction: Cheng• Interview with Professors: Tiao, Wang, Lee, Li, Cheng• Implementation of SL: Tiao, Wang, Li, Cheng• Survey and Process Design and: Tiao, Cheng• Student assistants: Tiao, Wang, Li• Paper writing: Tiao, Wang, Lee, Li, Cheng• PPT making and presentation: Cheng• Paper integration: Tiao, Cheng