αξιοποίηση του εικονικού κόσμου «Open sim» για υποστήριξη role playing games
Exploiting 3D virtual environments
1. Agathi Deligiannakou Yevgen Revtyuk
Anastasia Papavasileiou Lilya Kolesnyk
Eleni Polymeraki
Christina Volioti
Apostolos Mavridis
Thrasyvoulos Tsiatsos
Department of Informatics Faculty of Management
2. 1) Introduction
2) About EICL Project
3) Scenario of the Educational Activity
4) Design of the Virtual Place for
Supporting Role Playing Games
5) Evaluation
6) Conclusions
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3. GBL: Excellent tool for
facilitating situated learning
promoting active learning
Transfer of an educational activity from the
traditional classroom to a virtual world
Collaboration between two universities of
different disciplines and from different
countries in the context of EICL
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4. 2 main goals
Virtual & international collaboration
among postgraduate students from AUTH and IFNTUOG
for implementing the game-based scenario in the virtual
educational place
With the use of an open source platform (OpenSim)
Conducting of the game-based collaborative learning activity
undergraduate students of IFNTUOG
“Investment Management” subject
IFNTUOG provided the scenario
AUTH created the virtual environment to support it
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5. Hypotheses to be assessed
1. If the virtual world and the representations of
the objects were understandable
2. If the students prefer to conduct this activity
through the virtual or traditional classroom
3. If OpenSim is suitable for
collaborative distance learning
role-playing scenario
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6. International binomial between a Greek and
an Ukrainian university to support:
International co-operation of teachers &
students…
in order to improve the learning process…
by using e-tools in pilot courses
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8. Timeline of the steps and the collaboration
2 weeks 3 weeks 1 week 1 week 1 week 1 week
Communication and
collaboration between AUTH
team and IFNTUOG assistant
(via e-mail or skype)
First familiarization session of
IFNTUOG tutor (face-face)
Creation of the virtual world by
AUTH team
Second familiarization session
(of IFNTUOG assistant)
Third familiarization (of
IFNTUOG undergraduate
students)
Improvement of the Virtual
place by AUTH team
Online Role Playing Simulation
Evaluation,
Statistics &
Conclusions
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9. IFNTUOG students participated as:
Roles
try themselves as a part of one of the investments process
negotiating sides
calculate payback term & cost of the project, analyze their decisions
in conditions of limited time
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10. 1. Tutor’s familiarization
2. Assistant’s familiarization
Guide her in the virtual world & show functionalities
Comments & improvements
3. Undergraduate student’s familiarization
Navigation & use of objects
AUTH team
made corrections & took recommendations
Sent a pre-test questionnaire
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11. Outside the Virtual World
Process lasting 20’
Start-uppers received the detailed description of their project
calculated its cost
prepared their presentation
Investors got the description of the Start-upper’s project
different in some details
each had his own amount of money
decide with the whole Committee whether to invest or not
Moderator was the teacher’s assistant from IFNTUOG
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12. Inside the Virtual World
Passing through the Role Assignment Room to choose
outfit depending on the role
Technical Supporters uploaded the presentations
In the Conference Room
each start-upper met the Credit Committee and tried to
persuade them to invest – 5’
Investors asked questions & made a decision – 5’
Moderator was observing, announced which side has
been more benefited, made a short discussion with the
audience – 5’
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13. OpenSim is an open source platform for hosting
virtual worlds based on client-server architecture
Welcome area
Conference
Room
Role Assignment
Room
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20. Method of evaluation cycles [1 cycle]
Pre-analysis phase
Questionnaire about user’s profile
Usability phase
Expert’s evaluation
Student’s familiarization
Learning phase
12 students answered 64 questions about the
virtual world and its objects
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21. H1: If the virtual world and the
representations of the objects
were understandable
Student’s experience in the
conference room was
satisfactory
Most of them agreed that the
objects reminded them a real
world conference room
All students changed slides
easily
92% understood where they
should sit down, depending on
their roles
75% understood the usability of
timer
○ Only the 42% said it was helpful
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22. H2: If the students prefer
to conduct this activity
through the virtual or
traditional classroom
85% would be interested
to attend lectures
through OpenSim
92% found the virtual
collaboration more
interesting
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23. H3: If OpenSim is suitable for
collaborative distance
learning & for role-playing
scenario
77% would like to participate
in more virtual collaborative
activities
Students described the
process efficient and suitable
for collaboration
The majority said they would
use OpenSim in the future
42% thought it was easier to
collaborate through
OpenSim
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24. Experience evaluation after interview
Communication was fast & efficient –technology definitely helped
Collaboration was fruitful
Different terminology, culture & language did not cause any difficulties
Pleased with the outcome
For computer specialists:
Co-existence of Computer Science with another subject is interesting
ICT is a science that can facilitate all others
For investment managers:
Students were interested in using OpenSim into real situations
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25. Integration of Sloodle in OpenSim’s environment
Users will be able to transfer digital learning material from Moodle to
OpenSim
Calculator
Users will be able to make calculations inside the virtual world using a
virtual calculator
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