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This study compared two programs developed as a learning
tool for students to practise basic laboratory procedures.
One was a Flash simulation program, the other a Second Life
virtual reality program. A cohort of 93 bioscience students
participated in the between trial. A control group was used
to establish if using either program affected learning...
Citations
By considering the interconnectedness of various elements, such as curriculum, instruction, assessment, and school organization, systems thinking provides a framework to understand the underlying patterns, feedback loops, and leverage points that shape educational outcomes. Frick's (1993) systems view of restructuring education supports the notion that design decisions should consider the interdependencies among various educational components. The purpose of this systematic review is to explore how existing research that has been conducted on immersive learning environments addresses the seven relationships as described by Frick (1993).
This study compares the effectiveness of games developed in 2D and 3D environments to help computer science and engineering students to gain deeper understanding of the software engineering implementation process. We have experimented with a multiplayer game and two single-player games developed in 2D and 3D online environments. The three games provided students with opportunities to virtually experiment and conceptualise the software engineering processes. Furthermore, these games were used to overcome the classroom limitations by replicating the software engineering processes. There was no significant difference in the scores, but students preferred the 3D virtual environment with avatars.