1. Learning Experience+ within
3D Immersive Worlds
Niki Lambropoulos * Stylianos Mystakidis
Immersive Worlds Team
LANETO Group
FedCSIS Wrocław, Poland, 9 - 12 September, 2012 http://fedcsis.org/node/197
Workshop Organised by Habib Fardoun www.immersive-worlds.com
2. Agenda
• Accelerate eLearning
• Zone of Proximal Flow (ZPF)
• Collaborative Project Based eLearning (CPBeL)
• Immersive Worlds
• 3D VIRTUAL IMMERSIVE ENVIRONMENTS
– Second Life
• User/Learner eXperience+ (U/LX+)
• Conclusions
www.immersive-worlds.com
3. Accelerate Learning by REPSE
1. R stands for Reaching/Repeating
2. E stands for Engagement
3. P stands for Purposefulness
4. S stands for Strong, Direct, Immediate
Feedback
5. E stands for Student’s Experience
(Lambropoulos et al, 2011)
www.immersive-worlds.com
5. Zone of Proximal Flow
Extract of Figure from Repenning,
A. "Programming Goes to School",
B. CACM, 55, 5, May, 2012.
www.immersive-worlds.com
6. ZPF 10 Immersive Factors
1. Clear goals as challenge level and skill high level
2. Concentration and focused attention
3. Loss of feeling
4. Distorted sense of time
5. Direct and immediate feedback
6. Balance between ability level and challenge
7. Sense of personal control over the situation or activity
8. The activity is intrinsically rewarding, so there is an
effortlessness of action
9. Lack of awareness of bodily needs
10. Absorption into the activity.
www.immersive-worlds.com
7. ZPF 3 Immersive Conditions
1. Orchestrating activities with a clear set of
goals so to provide direction and structure to
the task (Collaborative Project-Based Learning)
2. Balancing between the perceived challenges
of the task and own perceived skills. One
must have confidence that he or she is capable
to do the task at hand.
3. Providing clear and immediate feedback to
adjust performance so to reach the targets.
www.immersive-worlds.com
11. Presence – Co-Presence
• Intimacy (closeness) as the interpretation of the
degree of interpersonal interactions (Argyle &
Dean, 1965)
• Immediacy (directedness) as psychological
distance (Wiener & Mehrabian, 1968)
• The degree of salience (stands out) of the other
person in a mediated communication and the
consequent salience of their interpersonal
interactions (Short and colleagues, 1976:65)
• The degree by which a person was perceived as
real in an online conversation (Meyer, 2002)
www.immersive-worlds.com
12. Engagement Factors
1. Perception via the senses
2. Action via the body/kinaesthetic – physical body
functions
3. Emotion via the heart – emotional & instinctual
nature functions
4. Cognition via the mind – rational consciousness
functions
5. Co-creativity via imagination & intuition –
higher consciousness thinking functions
6. Combinations of the above
www.immersive-worlds.com
13. Groups *Networks *Communities
• Virtual Collaboration within IW
• Team knowledge building
• Creating creativity: Users’ generated context
provides the background for new collaboration
– Collect-relate-create-donate (Ben Shneiderman)
– Participatory problem solving
– Social innovation
• Collaborative consortia
• Open Education
www.immersive-worlds.com
14. User Total eXperience (UX)
• ISO: User eXperience (UX) is
– a person's perceptions
– responses
– resulting from
• use and/or
• anticipated use of a
product, system or service
• UX is subjective
• UX focuses on the use
www.immersive-worlds.com
15. User/Learner Experience (U/LX+)
• Make learning interesting & fun
• Engage the learner
– Have a clear & focused purpose
– Be present
– Be in a state of constant flow
– Connect with each other
• Design: Understanding Users as Learners
– Usability
– Pedagogical usability
– Mental & conceptual models
– Joy, enthusiasm, humour
– Other psychological factors
www.immersive-worlds.com
16. 7 Virtual Immersive
Environments Sensibilities
1. Sense of Self
2. Death of Distance
3. Power of Presence
4. Sense of Space & Scale
5. Capability to Co-Create
6. Pervasiveness of Practice
7. Enrichment of Experience
Kapp & O’Driscoll, 2010
www.immersive-worlds.com
19. Open Workshop on Information
Literacy (University of Patras)
• Open, Free, Blended Educational Program
• Activity-based Instructional Design
• Audience: Graduate & PhD Students
• Synchronous Weekly Meetings in Second Life
• Asynchronous Learning Activities in a
collaborative environment (wiki -
http://openworkshop.pbworks.com)
www.immersive-worlds.com
20. Open Workshop on Information Literacy
(3D Virtual Immersive Environment)
www.immersive-worlds.com
22. Immersion in Collaborative
Activities in Groups
Work Methods
• Voice
• Text Chat (private
& group)
• Integration & use
of Web 2.0
applications
www.immersive-worlds.com
23. Summary
User/Learner eXperience+ (U/LX+)
Purpose
Presence & Co-presence
Zone of Proximal Flow (ZPD)
Engagement factors
Groups *Networks *Communities
• Accelerate Learning by creating a
Strong Vibration to Remember
www.immersive-worlds.com