Utilising a collaborative macro-script to enhance student engagement: A mixed method study in a 3D virtual environment

This study examines the effect of using an online 3D virtual environment in teaching Mathematics in Primary Education. In particular, it explores the extent to which student engagement - behavioral, affective and cognitive - is fostered by such tools in order to enhance collaborative learning. For the study we used a purpose-created 3D virtual environment and a macro-script incorporating learning tasks related to basic fractions. The study itself took place during four teaching sessions in a primary school classroom. The data collected and analyzed included chat logs, classroom observation notes and the results of pre- and post-tests. The findings indicate that the 3D virtual environment actively engages the students' interest and leads to richer interaction between them. This in turn results in a higher level of student engagement in the collaborative learning process. We believe that 3D virtual environments provide novel learning opportunities. However careful design is necessary in order to use their full potential.

[1]  P. Dillenbourg,et al.  Basics of Computer-Supported Collaborative Learning , 2007 .

[2]  Pierre Dillenbourg,et al.  The mechanics of CSCL macro scripts , 2008, Int. J. Comput. Support. Collab. Learn..

[3]  Mark J. W. Lee How Can 3d Virtual Worlds Be Used To Support Collaborative Learning? An Analysis Of Cases From The Literature , 2009 .

[4]  César A. Collazos,et al.  Supporting JIGSAW-type collaborative learning , 2003, 36th Annual Hawaii International Conference on System Sciences, 2003. Proceedings of the.

[5]  Franca Garzotto,et al.  Hyperstories and social interaction in 2D and 3D edutainment spaces for children , 2006, HYPERTEXT '06.

[6]  Roni Linser,et al.  BLACK BLIZZARD - DESIGNING ROLE-PLAY SIMULATIONS FOR EDUCATION , 2007 .

[7]  John W. Creswell,et al.  Research Design: Qualitative, Quantitative, and Mixed Methods Approaches , 2010 .

[8]  Brian C. Nelson,et al.  Design-based Research Strategies for Developing a Scientific Inquiry Curriculum in a Multi-User Virtual Environment , 2005 .

[9]  Jie-Chi Yang,et al.  A Desktop Virtual Reality Earth Motion System in Astronomy Education , 2007, J. Educ. Technol. Soc..

[10]  A. Sfard There is more to discourse than meets the ears: Looking at thinking as communicating to learn more about mathematical learning , 2001 .

[11]  T. Jick Mixing Qualitative and Quantitative Methods: Triangulation in Action. , 1979 .

[12]  Alexandra Petrakou,et al.  Interacting through avatars: Virtual worlds as a context for online education , 2010, Comput. Educ..

[13]  Sasha A. Barab,et al.  THE QUEST ATLANTIS PROJECT: A SOCIALLY-RESPONSIVE PLAY SPACE FOR , 2007 .

[14]  Marlene Scardamalia,et al.  Computer Support for Knowledge-Building Communities , 1994 .

[15]  E. Aronson,et al.  Jigsaw Groups and the Desegregated Classroom: In Pursuit of Common Goals , 1979 .

[16]  William G. Spady,et al.  Authority, Conflict, and Teacher Effectiveness , 1973 .

[17]  Davinia Hernández Leo,et al.  COLLAGE: A collaborative Learning Design editor based on patterns , 2006, J. Educ. Technol. Soc..

[18]  Sasha A. Barab,et al.  Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context , 2012, Comput. Educ..

[19]  J. Finn,et al.  Academic success among students at risk for school failure. , 1997, The Journal of applied psychology.

[20]  Cyril Brom,et al.  Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study , 2011, Comput. Educ..

[21]  Michael Bischoff,et al.  Jigsaw Method in the Context of CSCL , 2002 .

[22]  A. Hunter,et al.  Multimethod Research: A Synthesis of Styles , 1989 .

[23]  Valerie J. Caracelli,et al.  Advances in mixed-method evaluation : the challenges and benefits of integrating diverse paradigms , 1997 .

[24]  Richard J. Urban A Second Life for Your Museum: 3D Multi-User Virtual Environments and Museums , 2007 .

[25]  Qiping Kong,et al.  Student engagement in mathematics: Development of instrument and validation of construct , 2003 .

[26]  Gregory W. Corder,et al.  Nonparametric Statistics for Non-Statisticians: A Step-by-Step Approach , 2009 .

[27]  Luca Chittaro,et al.  Web3D technologies in learning, education and training: Motivations, issues, opportunities , 2007, Comput. Educ..

[28]  Maria Kordaki,et al.  Collaborative Learning Design within Open Source E-Learning Systems: Lessons Learned from an Empirical Study , 2011 .

[29]  T. Roselli,et al.  CSCL in Math Education , 2005, Proceedings Frontiers in Education 35th Annual Conference.

[30]  Paolo Paolini,et al.  A Virtual Museum Where Students Can Learn , 2005 .

[31]  Jennifer A. Fredricks,et al.  School Engagement: Potential of the Concept, State of the Evidence , 2004 .

[32]  Genny Tortora,et al.  Development and evaluation of a virtual campus on Second Life: The case of SecondDMI , 2009, Comput. Educ..

[33]  Athanasios Gagatsis *,et al.  Ability to Translate from One Representation of the Concept of Function to Another and Mathematical Problem Solving , 2004 .

[34]  Abbas Tashakkori,et al.  Mixed Methodology: Combining Qualitative and Quantitative Approaches , 1998 .

[35]  Youngkyun Baek,et al.  Exploring factors of media characteristic influencing flow in learning through virtual worlds , 2011, Comput. Educ..

[36]  Guy Merchant 3D virtual worlds as environments for literacy learning , 2010 .

[37]  Hamish Coates,et al.  A model of online and general campus‐based student engagement , 2007 .

[38]  Gerry Stahl,et al.  Group Cognition: Computer Support for Building Collaborative Knowledge (Acting with Technology) , 2006 .

[39]  J. Michael Spector,et al.  Handbook of Research on Educational Communications and Technology, 3rd Edition , 2012 .

[40]  G. Brousseau,et al.  Rationals and decimals as required in the school curriculumPart 1: Rationals as measurement , 2004 .

[41]  Jody Clarke-Midura,et al.  Multi-user virtual environments for teaching and learning , 2007 .

[42]  Kristin E. Voelkl,et al.  Disruptive and Inattentive-Withdrawn Behavior and Achievement among Fourth Graders , 1995, The Elementary School Journal.

[43]  Barney Dalgarno,et al.  What are the learning affordances of 3-D virtual environments? , 2010, Br. J. Educ. Technol..

[44]  Merlyn J. Behr,et al.  Representations and translations among representations in mathematics learning and problem solving , 1987 .

[45]  Pierre Dillenbourg,et al.  Over-scripting CSCL: The risks of blending collaborative learning with instructional design , 2002 .

[46]  C. Teddlie,et al.  SAGE Handbook of Mixed Methods in Social & Behavioral Research , 2010 .

[47]  A. Sfard On Two Metaphors for Learning and the Dangers of Choosing Just One , 1998 .

[48]  Nicoletta Di Blas,et al.  Educational Benefits: Testing and Evaluation of a Collaborative 3D World , 2005 .

[49]  Thomas C. Reeves,et al.  Collaborative learning in a 3D virtual environment: design factors and evaluation results , 2006 .

[50]  Roy D. Pea,et al.  Addressing the Challenges of Inquiry-Based Learning Through Technology and Curriculum Design , 1999 .

[51]  Martin J. Eppler,et al.  Knowledge Sharing and Collaborative Learning in Second Life: A Classification of Virtual 3D Group Interaction Scripts , 2009, J. Univers. Comput. Sci..

[52]  Jan Noyes,et al.  Encyclopedia of multimedia technology and networking (2nd ed.) , 2009 .

[53]  Michael K. Thomas,et al.  Making learning fun: Quest Atlantis, a game without guns , 2005 .

[54]  Jens F. Jensen,et al.  Virtual Inhabited 3D Worlds: Interactivity and Interaction Between Avatars, Autonomous Agents and Users , 2001 .

[55]  M. Scardamalia,et al.  Higher Levels of Agency for Children in Knowledge Building: A Challenge for the Design of New Knowledge Media , 1991 .

[56]  Thrasyvoulos Tsiatsos,et al.  Fostering collaborative learning in Second Life: Metaphors and affordances , 2010, Comput. Educ..