Integrating a Social Network Group with a 3D Collaborative Learning Environment

Although extensive research has been carried out on virtual learning environments and the role of groups and communities in social networks, few studies exist which adequately cover the relationship between these two domains. In this paper, the authors demonstrate the effectiveness of integrating these two environments by creating a novel prototype and conducting a preliminary pilot evaluation session. For the prototype system, a Facebook Group was utilised as a repository for learning content and the Open Wonderland platform was selected as a mixed reality intelligent environment for 3D virtual collaborative activities. Since tacit knowledge can be gained via collaborative group-based activities and discussions, a new Wonderland module was developed to integrate this platform with the Facebook group. Similarly, explicit knowledge can be learned directly via the prepared materials which are provided within the group repository. We hope to demonstrate that this approach can provide greater accessibility to the learning content since it can be accessed from both the 3D world and the 2D Facebook Group. In other words, this system can support both synchronous interaction as well as asynchronous data retrieval. Finally, the prototype system was evaluated by means of a two-hour task-based assessment and user-satisfaction questionnaire. We present the key findings from this pilot study (which were very encouraging), and propose further ideas for the future refinement of the concepts presented in this paper.

[1]  Asma Ounnas,et al.  The role of social networks in students' learning experiences , 2007, ACM SIGCSE Bull..

[2]  Mavridis Apostolos,et al.  Collaboration in 3D Collaborative Virtual Learning Environments: Open Source vs. Proprietary Solutions , 2010, 2010 International Conference on Intelligent Networking and Collaborative Systems.

[3]  Liyong Wan Application of web 2.0 technologies in e-learning context , 2010, 2010 International Conference on Networking and Digital Society.

[4]  Christos Bouras,et al.  Educational virtual environments: design rationale and architecture , 2006, Multimedia Tools and Applications.

[5]  D Sumathi Notice of RetractionE-learning and pedagogical challenges , 2010, 2010 4th International Conference on Distance Learning and Education.

[6]  John Tashner,et al.  Learning in the zone: A social constructivist framework for distance education in a 3-dimensional virtual world , 2006, Interact. Learn. Environ..

[7]  Gary R. Morrison,et al.  Principles for using animation in computer-based instruction: theoretical heuristics for effective design , 2002, Comput. Hum. Behav..

[8]  Christos Bouras,et al.  X3D Multi-user Virtual Environment Platform for Collaborative Spatial Design , 2007, 27th International Conference on Distributed Computing Systems Workshops (ICDCSW'07).

[9]  V. John-Steiner,et al.  Sociocultural approaches to learning and development: A Vygotskian framework , 1996 .

[10]  Liang Zhou,et al.  Enhancing e-learning experience with online social networks , 2011, IET Commun..

[11]  P. Dillenbourg,et al.  The evolution of research on collaborative learning , 1996 .

[12]  John G. Breslin,et al.  The Future of Social Networks on the Internet: The Need for Semantics , 2007, IEEE Internet Computing.

[13]  Anne P. Massey,et al.  Collaborative Virtual Environments : Exploring the Link between Collaborative Behaviors and Team Performance , 2011 .

[14]  Ben Shneiderman,et al.  Designing The User Interface , 2013 .

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

[16]  Martin Ebner,et al.  E-Learning 2.0 = e-Learning 1.0 + Web 2.0? , 2007, The Second International Conference on Availability, Reliability and Security (ARES'07).

[17]  Georgios A. Dafoulas,et al.  The impact of 3D virtual environments on communication patterns , 2012, 2012 International Conference on Information Technology Based Higher Education and Training (ITHET).

[18]  Leslie Jarmon,et al.  Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life , 2009, Comput. Educ..

[19]  Stephen Downes E-learning 2.0 , 2005, ELERN.

[20]  David W. Johnson,et al.  Joining Together: Group Theory and Group Skills , 1975 .

[21]  Fotis Liarokapis,et al.  Serious Games for use in a Higher Education Environment. , 2010 .

[22]  A. Garton,et al.  The effect of peer collaboration on children's problem-solving ability. , 2005, The British journal of educational psychology.

[23]  Nicole Yankelovich,et al.  Open Wonderland: An Extensible Virtual World Architecture , 2011, IEEE Internet Computing.

[24]  J. Tudge Processes and Consequences of Peer Collaboration: A Vygotskian Analysis , 1992 .