Electronic learning- virtual
R. Shahverdi; M. RezaeiZadeh; M. Vahidi-Asl
Abstract
Background and Objectives: Student participation dropped significantly in teaching online and has become one of the challenges of virtual teaching. For this reason, having social and communication skills, among other skills, is one of the competencies needed by instructors to teach online courses in ...
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Background and Objectives: Student participation dropped significantly in teaching online and has become one of the challenges of virtual teaching. For this reason, having social and communication skills, among other skills, is one of the competencies needed by instructors to teach online courses in higher education. Therefore, one of the necessities of online teaching is developing interaction strategies to promote online class interactions. Based on this, the aim of the current research was to identify various methods and tools to create effective interaction between the instructors and students in virtual university classes.Methods: This research was based on the qualitative approach of digital ethnography. Research data was collected using observation. The research community included the university virtual classes, which were selected using criteria-based purposeful sampling of virtual classes in the educational science department. To this end, 16 lessons related to 12 instructors (89 sessions and a total of 120 hours) were observed. In the data collection process, the researcher's role was as a non-participant observer. In addition to being descriptively recorded, the observation data or field notes were also reflected upon (the observer's perception of the situation and people).Findings: The research findings related to various methods and tools for creating interaction were categorized into four sections, including interaction at the beginning of class, during the class, at the end of class, and outside the class. Class preparation, follow-up homework, diagnostic assessment and knowledge review were the most frequently used methods of interaction at the beginning of the class. Regarding interaction during the class, question and answer (questioning), presentation-based learning, providing feedback, using students' opinions, using motivators, managing participation, and role-playing were the most frequently used methods and techniques. Summarizing and planning, evaluation and feedback were included in the end-of-class interaction section, and in relation to out-of-class interaction, providing additional training, sending assignments, discussions, and scientific-research collaborations were the most frequently used methods. The methods and techniques that were mentioned entailed using chat tools, microphone, webcam, screen sharing, status pod, slide, Word file, video, image, survey or poll, WhatsApp, Moodle (including test plugin, assignment, forum, and file).Conclusion: Based on the findings, we cannot expect to improve the quality and quantity of students' learning just by creating interaction. Rather, the effective interactions require compliance with principles and techniques such as the use of reflective questions along with descriptive ones, and awareness and overcoming obstacles to creating effective interactions. Also, the use of various tools and technologies does not necessarily lead to the effectiveness of interactions, but how to use them at the right time is more important. Another noteworthy point is that interactions outside the class (such as Feedback on assignments) are very important along with the interaction inside the virtual class. In addition, sharing experience and knowledge among professors and participating in knowledge-enhancing courses can help them become familiar with the methods and tools for creating interaction in the virtual classroom. Also, it is necessary to create opportunities for professors to practice the methods they have learned and to help them make teaching and interactions more effective by trial and error and receiving feedback.
Emerging Technologies
F. Davari; M. Vahidi-Asl; P. Alikhani; M. RezaeiZadeh
Abstract
Background and Objectives: Oral presentation is a key competence for success in the diverse work environments that academics need. It is recommended as part of a higher education curriculum. The role of technology in improving oral presentation skills and especially facilitating feedback, is significant. ...
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Background and Objectives: Oral presentation is a key competence for success in the diverse work environments that academics need. It is recommended as part of a higher education curriculum. The role of technology in improving oral presentation skills and especially facilitating feedback, is significant. In particular, the combination of serious game and virtual reality is a new area of research that is a modern alternative to traditional skills training. The interactive digital environment, real-time feedback, the realism of the learning scenario, the direct experience, and the persistence of the knowledge gained are some of the virtual reality opportunities for skills training. It should not be overlooked that insufficient budget, negative attitude of users about their physical and psychological condition after experiencing virtual reality, and poor technological design of virtual reality environments are also among the limitations of this technology. However, recent meta-analyzes confirm the influence of virtual reality in learning environments. Accordingly, the purpose of this study was to measure the impact of virtual reality on a serious game with the serious purpose of oral presentation training. Methods: We designed and developed an SG and conducted a quasi-experimental study with a post-test on 32 graduate students. The research question we sought to answer was “to what extent can VR impact the effectiveness of SGs in oral presentation training?” The authors also analyzed the cost-effectiveness of incorporating VR elements. The game focused on three key skills, eye contact, walking around while presenting, and time management. The experimental group played the game with the HTC Vive VR system and the control group played the same game with an HD display, a keyboard, and a mouse. In addition to that, we collected in-game data while players were playing the game. Mann-Whitney U test and Student's t-test were used to compare the two groups. Findings: Results revealed that VR elements did not have a significant impact on the demonstration of the players' eye contact skills but they increased players' tendency to walk around the virtual environment. Analysis of players’ performance regarding time management skills showed no significant difference between the two groups. Conclusion: It is concluded that even though playing the serious game with an HD display, a keyboard, and a mouse can be effective, turning the game into a VR experience would result in further improvement in the demonstration of some of the presentation key skills (walking around while presenting). However, creating a VR experience requires developers to spend more time and resources into developing the game. According to researchers, creating a VR SG for improving oral presentation skills allows for training to be done in the context that it occurs within. Moreover, the VR SG can be effectively used to overcome public presentation nerves. Also, due to the challenging economic situations outside the university and the need to benefit from communication skills and oral presentation, a serious game based on virtual reality can improve the indicators of oral presentation. Achieving this requires higher education attention to interactive technologies such as virtual reality.