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Index

Index. Introduction Description of the instructional framework (NUCLEO) and the prototype (Mare Monstrum) Two Case Studies of Applying Mare Monstrum in Engineering Education Discussion of the Results and Conclusions. Introduction.

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Index

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  1. Index • Introduction • Description of the instructional framework (NUCLEO) and the prototype (Mare Monstrum) • Two Case Studies of Applying Mare Monstrum in Engineering Education • Discussion of the Results and Conclusions

  2. Introduction • MUVEs (Multi User Virtual Environments) are gaining attention for educational purposes • E.g., general-purpose MUVEs (Second Life™) and education-specific (River City™, Quest Atlantis™, Revolution™, etc.). • Most frequently cited arguments in favor of educational MUVEs • Digital Natives do not feel attracted by traditional content • MUVEs can enhance the motivation of the students Question: Do MUVEs really enhance the learning experience in terms of student motivation?

  3. NUCLEO: A Bridge Between MUVEs and E-Learning Systems • The use of MUVEs is hindered by some issues MUVEs are difficult to integrate in the learning flow • MUVEs work as “black boxes” (it is difficult to know what’s going on there) so the performance of the students cannot be tracked easily • NUCLEO aims to address those issues by integrating MUVEs in Learning Management Systems (e.g. Moodle™, Sakai™, .LRN™) • NUCLEO is a plug-in to be installed on the LMS-side • General ideas behind NUCLEO • Background: socio-constructivism, pedagogical sound approach • Uses a Problem-Based Solving (PBL) approach as the underlying pedagogical trend • Small teams try to reach the solution of real-world, open-ended, ill-structured problems • Real course is represented metaphorically using fantasy

  4. Dragon Warrior Candidate Sea Dragons Mare Monstrum: Fantastic Metaphor • Inhabitants of Dragon Island • The Picts • The Dark Lords (want to destroy knowledge) • The Sea Dragons (train the Picts in the weapons of knowledge) • The game simulates a school of warriors trying to get the grade of Dragon Warrior

  5. Mare Monstrum: Social Interaction • Interaction is carried out following two different schemes to improve motivation, team dynamics • Collaboration • Competition • Interaction is carried out also at two different levels • Individually • By group • These mechanics are supported with two main resources • Parameters to show social recognition • Rankings • Physical distinctive characteristics according to achievements • Three zones for interaction

  6. Mare Monstrum: Social Interaction (II) Group Interaction Global Interaction Student-tutor Interaction

  7. Case Studies • Two case studies in order to test how three aspects of Mare Monstrum affect students’ motivation • The role game dynamic of the learning scenario • The immersive 3D MUVE scenario • The fostering of competition by using social recognition strategies.

  8. Applying Mare Monstrum to Engineering Education: Case Study 1 (Description) • Teaching “Programming Fundamentals” to Electronic Engineering Students • Problem • Alarmingly increase of drop-out-rates • Gradual decrease of students’ grades • Methods: Compare traditional approach (2 years) Vs NUCLEO-based approach (3 years) • First year: Traditional approach combining lectures, lab sessions and a final test. • Second year: Prototype 1 (MundoNucleo) • Similar to Mare Monstrum but using a 2D GUI • Used by 27 volunteers (from 60) • Third year: Prototype 2 (Mare Monstrum): 56 students.

  9. Applying Mare Monstrum to Engineering Education: Case Study 1 (Results) • Student satisfaction survey • Average dropout rate 3rd year 2nd year 1st year

  10. Discussion of the Results • The results depict an increase of students’ motivation • Decrease of dropout rates • 65% in first year (traditional teaching approach) • 9.09% in second year (1st prototype: MundoNucleo) – only experimental group • 16% in third year(2nd prototype: Mare Monstrum) – all the students • Two case studies in order to test how three aspects of Mare Monstrum affect students’ motivation • The role game dynamic of the learning scenario. 95.45% of the students found this motivational. • The immersive 3D MUVE scenario. 56.82% of the students found this motivational. • The fostering of competition by using social recognition strategies. 63.64% of the students found this motivational.

  11. Summary and Final Remarks • Fantasy and gaming are powerful motivators… • … but immersive 3D multi user interface does not seem to be as important as the gaming or the learning strategies • Boosting competition using social recognition strategies… • works very well for the majority of students • while it is counterproductive for a small minority

  12. Thanks for your attention! Javier Torrente jtorrente@e-ucm.es jtorrente@fdi.ucm.es Baltasar Fernández-Manjón balta@fdi.ucm.es Pilar Sancho pilar@sip.ucm.es Don’t forget to visit our web-sites! http://www.e-ucm.es http://www.e-ucm.es/projects/NUCLEO/ http://www.e-ucm.es/people/pilar/ http://www.e-ucm.es/people/javier/

  13. Mare Monstrum: Social Interaction (II) Group Interaction Global Interaction Student-tutor Interaction

  14. Applying Mare Monstrum to Engineering Education: Case Study 2 (Description) • 24 Selected Users and Experts evaluated the system • 8 teachers. • Were experts in design and development of e-learning applications • Taught modules of computer programming • 16 selected students • Extreme gamers of MMORGs • Completed 2 surveys • Satisfaction survey similar to case study 1 • Measurement of usability of some in-built collaboration tools

  15. Applying Mare Monstrum to Engineering Education: Case Study 2 (Results) • Students’ opinion • Teachers’ opinion

  16. Integration of Multiverse and Moodle

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