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Abstract

Computer-mediated learning is becoming an increasingly common form of education in institutions of higher learning (IHL). Many IHL in developing nations, such as Kenya, have greatly experienced an increase in demand for higher education. On the other hand, the ability to connect people with required sets of skills, regardless of their location in the world has been enabled by advances in information technology over the past 20 years. Use of virtual learning environment (VLE) has rapidly emerged as a very promising technology that will probably match the innovation of technologies such as multimedia/hypermedia. These VLEs have the potential to provide opportunities for active, flexible, and increasingly individualized learning experiences. It also explains virtual reality principle, describes the interactive educational environment, highlights the challenges higher education face in the traditional mode of delivery and discusses educational benefits of implementing virtual learning environments in IHL. The paper makes a number of recommendations for successful adoption of VLEs in higher education
Council for Innovative Research International Journal of Computers & Technology
www.cirworld.com Volume 4 No. 1, Jan - Feb, 2013
38 | Page www.ijctonline.com
VIRTUAL REALITY IN EDUCATION:
TRENDS AND ISSUES
Kelvin K. Omieno
Department of Computer
Science, Masinde Muliro
University of Science and
Technology, Kenya Box 190-
50100 Kakamega,
Franklin Wabwoba
Department of Computing and
Informatics, Kibabii University
College, Kenya, Box 1699-
50200, Bungoma
Nahason Matoke,
Department of Computer
Science, Masinde Muliro
University of Science and
Technology, Kenya Box 190 -
50100, Kakamega,
ABSTRACT
Computer-mediated learning is becoming an increasingly
common form of education in institutions of higher learning
(IHL). Many IHL in developing nations, such as Kenya, have
greatly experienced an increase in demand for higher
education. On the other hand, the ability to connect people
with required sets of skills, regardless of their location in the
world has been enabled by advances in information
technology over the past 20 years. Use of virtual learning
systems (VLS) has rapidly emerged as a very promising
technology that will probably match the innovation of
technologies such as multimedia/hypermedia. These VLS
have the potential to provide opportunities for active, flexible,
and increasingly individualized learning experiences. It also
explains virtual reality principle, describes the interactive
educational environment, highlights the challenges higher
education face in the traditional mode of delivery and
discusses educational benefits of implementing virtual
learning environments in IHL. The paper makes a number of
recommendations for successful adoption of VLS in higher
education
Keywords- Institutions of higher learning; virtual reality,
virtual learning systems, learning and cognition, simulation;
1. INTRODUCTION
Our society is undergoing a process of rapid change,
moving toward what is variously called the ―information
society‖, the ―knowledge society‖, the ―learning society‖ or
―learning economy‖ [1]. In light of the widespread
recognition of the enduring challenge of enhancing the
learning of all studentsincluding a growing number of
students representing diverse racial, ethnic, and
socioeconomic backgroundsthere has been an explosion of
literature on teaching, learning, and assessment in higher
education [2].
Information and Communication Technology has had
profound impact on the way we teach and learn ([3], [4])
which have created an information revolution within an
optimistic global society that has embraced virtual learning.
Kenya faces challenges in her efforts to achieve her goal
―education for all‖, as a developing country. E-learning has
been suggested as an alternative approach that can overcome
these challenges involved in reaching underserved students
[5]. It is therefore important for an institution to know if it is
ready for computer-mediated learning.
Virtual Reality (VR) is a computer-based technology that
provides visual, aural and tactile stimuli of a virtual world
generated in real time. A virtual learning environment (VLS)
is a set of integrated teaching and learning tools designed to
enhance a student's learning experience [6].
Over the last decade, a number of VLS have been
developed and adopted by industries, universities and even
high higher education. The VR technology came up from
forty years of development in areas such as computer science,
electronics and psychology. The advent of web 2.0 tools has
stimulated a drift in the way learning and teaching is offered
due to its flexibility and interractiveness ([7], [8], [9]). VLS
platform models real-world education by integrating a set of
equivalent virtual concepts for tests, homework, classes,
classrooms, and so on, and perhaps even museums and other
external academic resources [10]. Though VLS is heavily
applied in distance learning, it has now often been used to
supplement traditional face to face classroom activities,
commonly known as Blended Learning. The VLS systems
usually run on servers, to serve the course to students
Multimedia and/or web pages.
Virtual reality and by extension VLS is breaking out
from traditional areas of use (e.g. aviation industry and
research) and now emerging as an increasingly important tool
for education and training ([7], [11]). Part of the reason is that
as the cost of computing power decreases it is becoming an
economically viable media. However, economics alone do not
fully account for the emergence of VLS growing
incorporation in education (at all levels ranging from first
grade through graduate education) and training. Why is the
use of virtual objects and learning becoming so important?
VLS:
a) Are applicable to students of all levels and ages.
b) Help students see complex relationships that would
otherwise involve expensive equipment or
dangerous experiments.
c) Allow for math, science, and technical skills to be
taught in an applied, integrated manner.
d) Provide students with new methods of problem
solving.
e) Provides realistic training and skills for a multitude
of career areas. It is used extensively in science and
industries.
f) Are cost effective and reduces risks to humans.
g) Facilitate the integration of distance and campus-
based learning or of learning on different campuses.
h) Economize on the time of teaching staff, especially
when they are also involved in research and
administration. Through use of VLSs there is less
time used and produces more professional products.
There has been an increased demand for higher education
while at the same time been inadequacy in funding for IHL
due to harsh economic challenges. This has triggered a
number of these countries to adapt alternative teaching and
learning approaches such as online education ([12], [7]).
However, there still remains a gap.
Council for Innovative Research International Journal of Computers & Technology
www.cirworld.com Volume 4 No. 1, Jan - Feb, 2013
39 | Page www.ijctonline.com
2. RESEARCH DESIGN
A descriptive survey approach was adopted including
extensive literature survey and online interviews. Research
findings on VLS adoption offer some guidance, with
researchers focusing on either student’s acceptance by
measuring their computer efficacy levels or use-intentions or
their resistance by measuring their supporting/resisting
behaviors. In doing so, ―acceptance‖ and ―resistance‖ have,
implicitly or explicitly, been conceptualized as either/or
proposition, the opposite ends of a single closed dimension.
42 students were interviewed The researcher explored six
actor groups in adopting VLS and used six-group model as
depicted in Fig. 1. The responses by students are captured and
summarized as illustrated in Fig. 2.
FIGURE 1: SIX-ACTOR GROUPS IN ADOPTING VLSS IN
HIGHER EDUCATION
Fig. 2 gives summary of student responses in relation to VLS
and adoption. Most students are very positive about usage of
virtual reality tools in higher education for teaching and
learning. However, they also point out a number of challenges
as depicted from Fig. 2
FIGURE 2: RESPONSES BY STUDENTS ON VLSS ADOPTION
From the results in Fig. 2 it’s clear that it’s not only
resistance to usage of VLSs that can affect negative adoption
of VLSs in higher education but also a number of factors
come in to play. There are those who support but with no/low
usage and hence there must be proper strategies that ought to
be embraced in order to maximize the adoption of VLSs and
virtual objects in higher education.
3. VLS IN EDUCATION AND
TRAINING
There has been a lot of research on alternative
approaches to teaching and learning. However, as
practitioners and researchers have found, there are challenges
associated with working across time, space and cultural
dimensions. Not only does technology need to be suitable to
the needs of collaborating virtual team and the organization,
the team must also be allowed to find its own identity and
there must be a strong sense of trust between team members
to bridge the dimensional gaps ([13], [14], [15]). In fact,
there have been an outpouring of popular and scholarly
literature about the use of computers in the workplace and
how these emerging technologies can help promote
collaborative work in groups by compressing space and time (
[15], [16]-[19]).
The virtual experiments do not only aim at
mediating theoretical knowledge but also at introducing into
practical experimental work. Users can develop experimental
designs for the different learning experiments. For example,
users are shown how to use control groups or how to think
about adequate test situations. After an experimental design is
prepared, the experiment can be performed virtually as can be
depicted from Figure 3 and Figure 4. Figure 3 indeed has step-
by-step demonstrations where students are guided on how to
conduct practical.
Council for Innovative Research International Journal of Computers & Technology
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FIGURE 3: IRDIM CHEM LAB SET UP FROM VLAB SOFTWARE SIMULATOR
Fig. 4 depicts an example of a simulation a chemistry lab. It is
a chemistry construction kit that provides students with
equipment and materials such as Bunsen burners, chemicals,
and a wide variety of meters and gauges and virtually all the
apparatus required to set up any kind of experiment. Using
these components, students perform experiments, gather and
graph data, and learn about new concepts in interactive and
dynamic lessons.
FIGURE 4: ACTIVCHEMISTRY VIRTUAL LAB SIMULATOR
4. EDUCATIONAL BENEFITS
OF VLS
There has been a global massification of higher
education since the late 20th century. For example, in 2000,
the total enrolment of higher education institutions worldwide
was about 100 million, 200 times more than the global
enrolment as recorded at the beginning of the 20th century
([20], [26]). Enrolments in the higher education sector in
Kenya have increased over the past twenty years [21]. At the
same time demand for higher education is on increase where
some of the students being mature age and working full- or
part-time and the upward trend due to government policy on
making education accessible and affordable for all.
Council for Innovative Research International Journal of Computers & Technology
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On the other hand, students using traditional instructional
learning environment are expected to learn by assimilation,
e.g. by listening to a lecture or reading a book on a given
subject. However, several authors argue that this notion is not
feasible in certain situations. Dede et. al. [22] argues that
mastery of abstract science concepts requires learners to build
mental models about phenomena that often must incorporate
invisible factors that represent intangible concepts, items and
abstractions. One problem involved in doing this is that
students generally lack real-life analogies on which to build
these mental models, simply because there are no such events
that can be perceived in the world as we know it. Because of
that, learners cannot draw on and relate to personal
experiences for these phenomena.
From Fig. 4 there are a number of advantages from the
use of simulation as compared with real equipments. These
advantages include safety (experiments can be done that
would be too dangerous for most chemistry labs), economy
(saves the cost of expensive equipment and materials), and
learning efficiency (students using the program are not under
the time pressures often found in standard chemistry lab
periods and often complete exercises at a faster rate). In
addition, through VLS students are enabled to explore new
concepts and gain an understanding of the interplay between
related complex phenomena [23]. PC-based simulations are
typically interactive and grounded in some objective reality
[24].
Modularly designed programs work as a standalone
educational tool, as a classroom supplement or as a study aid.
In an initial stage of integration, as with the science subjects,
virtual reality is best used as a supplement to existing
coursework, allowing instructors to integrate the programs
into learning objectives. Virtual reality and use of VLS is a
giant step towards "perfect learning" - a learning environment
that focuses on the student rather than placing burdens on
teachers [26]. It creates a learning environment where
students explore, discover and make decisions, while teachers
assist and guide. From a teacher's perspective, virtual reality
creates a structured environment that focuses students on
specific learning objectives, similar to good teaching.
Students are totally focused with no unruly behaviorThe
relevance of VLS can thus be summarized in three broad
areas:
i) Accessibility- If taking an Asynchronous
curriculum, student has the availability to
access the course after office hours. For
Synchronous and Asynchronous instruction,
the student has the flexibility of being in the
safety of their own home.
ii) Interactivity- There is much evidence to show that
students benefit from actively engaging with
their course [23]. More specifically, the
advantages relate to feedback, practice and
customization.
iii) Communication-This element is must be increased
in a VLS. It helps the student to feel part of a
learning community. Tools used are bulletin
boards, being able to ―play-back‖ a session,
chatting, email, and instruction &
announcements are current due to the live
instructor[25]
A VLS should make it possible for a course designer to
present to students, through a single, consistent, and intuitive
interface, all the components required for a course of
education or training. When implementing VLS, several
considerations have to be made which include but not limited
to the following elements:
a) The syllabus for the course
b) Administrative information including the location of
sessions, details of pre-requisites and co-requisites,
credit information, and how to get help
c) A notice board for up-to-date course information
d) Student registration and tracking facilities, if
necessary with payment options
e) Basic teaching materials. These may be the
complete content of the course, if the VLS is being
used in a distance learning context, or copies of
visual aids used in lectures or other classes where it
is being used to support a campus-based course.
f) Additional resources, including reading materials,
and links to outside resources in libraries and on the
Internet.
g) Formal assessment procedures
h) Electronic communication support including e-mail,
threaded discussions and a chat room, with or
without a moderator
i) Differential access rights for instructors and
students
j) Production of documentation and statistics on the
course in the format required for institutional
administration and quality control
k) All these facilities should be capable of being
hyperlinked together
l) Easy authoring tools for creating the necessary
documents including the insertion of hyperlinks -
though it is acceptable (arguably, preferable) for the
VLS to be designed allowing standard word
processors or other office software to be used for
authoring.
However, there are a number of strategies that ought to
be adopted so as to maximize usage of VLS. Table 5 shows
various strategies that can be used to promote VLS adoption
in IHL.
High Usage of VLSs
(For teaching & learning)
1. Resisting but High usage of VLS
- Cultural resistance; building
dialogue, training
- Fear of losing power and
autonomy; negotiation
- Fear of uncertainty; explanation
2. Supporting and High usage of
VLS
- Inquire why users like VLSs
then apply to answers to retain
them
-Empower and encourage users
here to be ambassadors
Council for Innovative Research International Journal of Computers & Technology
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TABLE 5: STRATEGIES TO PROMOTE VLSS IN IHL
5. CONCLUSION
The researchers strongly believe that the use of VLS
and VR in higher education using distributed computing
infrastructures provides viable platform and a new
regime of time-to-solution. This will stimulate
innovation and cost-effective but at the same time offer
quality education. VLS and use of virtual reality can be
employed in virtually all areas of study. Application of
simulation includes areas such as: computational
chemistry, materials science, molecular biology and
environmental chemistry. Enabling and accelerating the
transition of teaching and learning to VLS will make
students be more competitive, innovative and cost-
effective to higher education.
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No/ Low Usage of VLSs
(For teaching & Learning)
3. Resisting and No/Low Usage
- Try to move users to group of
supporting-and- high usage; it’s very
expensive and risky
- Recommended to move users in this
group first to supporting-but-no/low
usage
- Attempt to force users to Resisting-
but-high usage
4. Supporting but No/Low usage
- Encourage/ inspire users here by
asking technology-related issues
- Training users; tech-support desks
required
- More support to the users
including: financial subsidies and
related demands
Other Actors
(Including government/
Management of IHL
Resisting Group
- Minimize political conflict;
- Find mutual benefits of CML
technologies
Supporting Group
- Build partnership with this group;
- Work together with them to
eliminate non-technical issues
Council for Innovative Research International Journal of Computers & Technology
www.cirworld.com Volume 4 No. 1, Jan - Feb, 2013
43 | Page www.ijctonline.com
[23]. Peter J. K. &.Westerlund K.K. (2009). SIMULATION IN
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... The advantages of using VRLEs to support MSE teaching have been reported in different studies [6,13,14], including those describing that: (i) the problem of classroom congestion during training classes is minimized; (ii) experiments whose conduct in a real laboratory would be impossible due to their high price or hazard can be simulated; (iii) detailed visualization of the elements involved in experiments that are often difficult or impossible to see in a real laboratory can be discerned in a VRLE; and (iv) encouragement of students to learn the study subject is a key benefit. ...
... The advantages of using VRLEs to support MSE teaching have been reported in different studies [6,13,14], including those describing that: (i) the problem of classroom congestion during training classes is minimized; (ii) experiments whose conduct in a real laboratory would be impossible due to their high price or hazard can be simulated; (iii) detailed visualization of the elements involved in experiments that are often difficult or impossible to see in a real laboratory can be discerned in a VRLE; and (iv) encouragement of students to learn the study subject is a key benefit. ...
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The increasing presence of virtual reality learning environments (VRLEs) in university classrooms makes it necessary to study what factors influence the effectiveness of this type of teaching tool. In particular, when planning to use a VRLE in class to support the classes, a careful design of the application to achieve a high level of efficiency at the formative level must be carried out. This article discusses key aspects that need to be taken into account during the design of a VRLE that have been determined to be increasingly important for students to achieve a higher level of meaningful learning (and, thanks to it, the knowledge acquired through the use of the VRLE will last in their memory for a longer time) and also feel a greater motivation to use it to: (i) adapt both the level of interactivity as well as the way the VRLE conducts the student through the virtual experiment; and (ii) maintain a look and a handling mode of the VRLE similar to other virtual environments that exist at the present time (e.g. video games). The study carried out and described in this article highlights the effectiveness of using in certain cases a step-by-step guidance protocol to improve long-term learning of concepts under study. In addition, the importance of using modern development tools to achieve a high level of motivation among students is emphasized.
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Introduction: Using modern technologies like virtual reality in rehabilitation can promise a great movement in medical sciences as sometimes, these technologies shorten the path of reaching the goal. In the present study, a virtual reality environment with the ability of physical interaction was designed to test and measure the hand motion, and a sample of electronic equipment was presented alongside the virtual reality to help the patients requiring rehabilitation, so that they can use the special and unique feature of this technology for faster improvement and easier access to the exercises in every location, especially at home. Methods: The design and manufacturing processes were performed in two sections: software and hardware. In the software section, the connection to the hardware section and the available processors and sensors in this section was provided under Windows Operating System by designing the virtual reality environment and the required coding, by using the artificial intelligence available on the software, and by defining the movement conditions. Results: Software-wise and hardware-wise investigation and evaluation of the designed and manufactured equipment were performed according to the type of services provided to 5 patients based on the criteria proposed by Martilla and James involving the importance and performance indicators. The testing and evaluation performed based on these indicators showed the rate of user satisfaction with the provided services and equipment. Conclusions: The results obtained from this study showed that a new treatment method can be provided for rehabilitation by measuring the level and amount of the patient’s hand movement and transferring these movements to the virtual environment proportional to the real conditions. Thus, alongside traditional rehabilitation methods, this new method can be effective in the improvement and quicker return of the people in need of rehabilitation to normal conditions.
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This study aimed at figuring out the effectiveness of using virtual reality device to teach vocabulary for students. Virtual reality device is a tool that can show an interactive media in 3D images and sounds combined with the virtual real-world. The data was collected through journal articles or library research. The result of the library research showed that virtual reality device is effective to teach vocabulary for students. From the library was also found that there are thirteen advantages or impacts in conducting virtual reality device in tourism classroom. It was also found that the steps in conducting virtual reality strategy is easy to be implemented and can be done by the teacher properly. It implies the use of virtual device in the classroom will helpful for teacher and students
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Robot devices may be good candidates for neuromotor rehabilitation of people with Multiple Sclerosis, especially for treating upper extremities function limitations (76% of MS patients). The PABLO®-Tyromotion is a sensor-based device characterized by interactive therapy games with audio-visual feedback. The aim of this study was to evaluate the effects of robotic-trained motor rehabilitation as a support of the conventional neurorehabilitation, on increasing upper limbs functions of MS patients. An experimental group that performed the PABLO-Tyromotion training and a control group that performed conventional rehabilitation were compared. PABLO-Tyromotion training consisted of 40 min twelve sessions of upper limb training, three times a week, in addition to the conventional therapy. All patients were evaluated before treatment (T0) and after 4 weeks of training (T1). The results showed substantial improvements in the experimental group, compared to the control group, especially regarding muscular recruitment (such as shoulder and elbow flex-extension, forearm pronation and supination, thumb and little-finger op-position) and handgrips strength (such as thumb-index grip, thumb-middle finger grip, tridigital grip). These results underline the effectiveness of robot-assisted treatment in upper limb’s recovery in patients with MS.
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VR learning in education is favoured by many academics, and they believe that this approach can accelerate, amplify, and expand the impact of effective teaching and learning experiences. The adoption of virtual reality in higher education is to make the learning process exciting and more effective. It is aligned with the target TLLM (teach less, learn more) initiative in Taylor's University to provide students with the characteristics and skills that will help them survive in an ever-changing technological world. As a 21st century educator, it is essential to be able to implement technology, think forward, embrace change, and have the ability to allow students to learn best when they are taught with their own unique styles and abilities. The principles behind this pedagogy comprise a mix of technology, space, and learning in innovative ways that support a variety of “e-learning” modes to facilitate knowledge transfer—immersive lesson, interaction, and collaboration—and independent self-paced learning that enables learning anytime and anywhere.
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This National Science Foundation funded project utilizes graphical multi-user virtual environments (MUVEs) as a vehicle to study (1) classroom-based situated learning and (2) the ways in which virtual environments may aid the transfer of learning from classroom contexts into real world settings. In the project's River City curriculum, teams of middle school students are asked to collaboratively solve a simulated 19 th century city's problems with illness, through interaction with each others' 'avatars', digital artifacts, tacit clues, and computer-based 'agents' acting as mentors and colleagues in a virtual community of practice. This paper describes the design-based research strategy by which we are currently extending an educational MUVE environment and curriculum developed with prior NSF funding. We are implementing a series of studies to determine if such virtual environments can sufficiently replicate authentic contexts and multi-leveled communities of practice to provide students with classroom experiences in situated learning.
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Three-dimensional (3D) virtual worlds are a new technology that holds some promise as constructivist learning environments for distance education. This investigation presents an evaluative case study of the pedagogical implications of using one 3D virtual world, Active Worlds, for synchronous distance education. The research design for this qualitative study focuses on the pedagogical affordances and constraints. Methods employed in the data collection include participatory observations, class logs, and formal and informal interviews with the instructor of a synchronous distance learning course offered through Active Worlds University. Findings reveal that although Active Worlds provides tools that support constructivist learning environments, the affordances and constraints of the tools (discourse, experiential, and resource) may, to varying degrees, impact the pragmatic use of this medium. While this initial investigation reveals that this technology supports constructivist learning environments, more research needs to be conducted to fully explore the potential of 3D virtual worlds as both distance and traditional classroom learning environments.
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This article examines the form and function of massively multiplayer online games (MMOs) in terms of social engagement. Combining conclusions from media effects research informed by the communication effects literature with those from ethnographic research informed by a sociocultural perspective on cognition and learning, we present a shared theoretical framework for understanding (a) the extent to which such virtual worlds are structurally similar to “third places” (Oldenburg, 1999) for informal sociability, and (b) their potential function in terms of social capital (Coleman, 1988; Putnam, 2000). Our conclusion is that by providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new “third place” for informal sociability. Participation in such virtual “third places” appears particularly well suited to the formation of bridging social capital—social relationships that, while not usually providing deep emotional support, typically function to expose the individual to a diversity of worldviews.
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While much of the work on virtual teams is grounded in the assumptions that teams are concrete entities, this chapter conceptualizes teams as psychological entities, existing in the minds of teams’ members and stakeholders. Drawing from interviews with 40 experts in virtual team building and two focus groups, we offer four principles for the existence of a virtual team: the awareness of its members that they are a “team,” identification with the team, commitment to the team goals, and accountability for team success. We then build upon that base to discuss how teams can be made more “intelligent.”
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Preface Part I. Foundations of Research 1. Science, Schooling, and Educational Research Learning About the Educational World The Educational Research Approach Educational Research Philosophies Conclusions 2. The Process and Problems of Educational Research Educational Research Questions Educational Research Basics The Role of Educational Theory Educational Research Goals Educational Research Proposals, Part I Conclusions 3. Ethics in Research Historical Background Ethical Principles Conclusions 4. Conceptualization and Measurement Concepts Measurement Operations Levels of Measurement Evaluating Measures Conclusions 5. Sampling Sample Planning Sampling Methods Sampling Distributions Conclusions Part II. Research Design and Data Collection 6. Causation and Research Design Causal Explanation Criteria for Causal Explanations Types of Research Designs True Experimental Designs Quasi-Experimental Designs Threats to Validity in Experimental Designs Nonexperiments Conclusions 7. Evaluation Research What Is Evaluation Research? What Can an Evaluation Study Focus On? How Can the Program Be Described? Creating a Program Logic Model What Are the Alternatives in Evaluation Design? Ethical Issues in Evaluation Research Conclusions 8. Survey Research Why Is Survey Research So Popular? Errors in Survey Research Questionnaire Design Writing Questions Survey Design Alternatives Combining Methods Survey Research Design in a Diverse Society Ethical Issues in Survey Research Conclusions 9. Qualitative Methods: Observing, Participating, Listening Fundamentals of Qualitative Research Participant Observation Intensive Interviewing Focus Groups Combining Qualitative and Quantitative Methods Ethical Issues in Qualitative Research Conclusions 10. Single-Subject Design Foundations of Single-Subject Design Measuring Targets of Intervention Types of Single-Subject Designs Analyzing Single-Subject Designs Ethical Issues in Single-Subject Design Conclusions 11. Mixing and Comparing Methods and Studies Mixed Methods Comparing Reserch Designs Performing Meta-Analyses Conclusions 12. Teacher Research and Action Research Teacher Research: Three Case Studies Teacher Research: A Self-Planning Outline for Creating Your Own Project Action Research and How It Differs From Teacher Research Validity and Ethical Issues in Teacher Research and Action Research Conclusions Part III. Analyzing and Reporting Data 13. Quantitative Data Analysis Why We Need Statistics Preparing Data for Analysis Displaying Univariate Distributions Summarizing Univariate Distributions Relationships (Associations) Among Variables Presenting Data Ethically: How Not to Lie With Statistics Conclusions 14. Qualitative Data Analysis Features of Qualitative Data Analysis Techniques of Qualitative Data Analysis Alternatives in Qualitative Data Analysis Computer-Assisted Qualitative Data Analysis Ethics in Qualitative Data Analysis Conclusions 15. Proposing and Reporting Research Educational Research Proposals, Part II Reporting Research Ethics, Politics, and Research Reports Conclusions Appendix A: Questions to Ask About a Research Article Appendix B: How to Read a Research Article Appendix C: Finding Information, by Elizabeth Schneider and Russell K. Schutt Appendix D: Table of Random Numbers Glossary References Author Index Subject Index About the Authors
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The study of social capital has emerged as a key construct in work and organizational contexts. Trust is its relational dimension and it is relevant for teams working in virtual environments. The purpose of our study is to determine whether the relationship between virtuality level (based on the characteristics of the technology used by each group) and three team-effectiveness criteria (group performance, group process satisfaction and group cohesion) is moderated by group trust climate or relational capital (i.e. trust perceptions shared by team members). A laboratory experiment was carried out with groups randomly assigned to two virtuality levels (videoconference and computer-mediated communication) and a control condition (face-to-face communication). Sixty-six 4-member teams made up the sample. Results indicated that group trust climate moderates the relationship between the virtuality level and group process satisfaction and group cohesion when the virtuality level is high. These results provide further evidence that relational capital plays an important role in virtual teams' effectiveness.
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This paper examines current trends and developments in higher education (HE) and the responses of HE institutions to these changes. The contribution of Library and Information science (LIS) institutions to innovation in Europe is examined through three case studies – the Manchester Metropolitan University (MMU), the Robert Gordon University (RGU) and the Tallinn Pedagogical University (TPU). Technology, globalisation, and competition have caused the ground to shift under HE worldwide. HE institutions have had to rethink their environment in the light of new technologies. During the last five years MMU, RGU and TPU have developed new programmes and courses, new teaching and learning approaches and used information communication technology to support teaching and learning. All staff members have been actively involved in change and the innovation process. In most cases changes have been incremental and the impact of these changes has been rather positive.