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dc.contributor.authorMystakidis, Stylianos
dc.contributor.authorBerki, Eleni
dc.contributor.authorValtanen, Juri
dc.contributor.editorChova, L. Gómez
dc.contributor.editorMartínez, A. López
dc.contributor.editorTorres, I. Candel
dc.date.accessioned2020-02-25T10:16:04Z
dc.date.available2020-02-25T10:16:04Z
dc.date.issued2017
dc.identifier.citationMystakidis, S., Berki, E., & Valtanen, J. (2017). Designing and Implementing a Big Open Online Course by Using a 3D Virtual Immersive Environment : Lessons Learned. In L. G. Chova, A. L. Martínez, & I. C. Torres (Eds.), <i>EDULEARN17 Proceedings. 9th International Conference on Education and New Learning Technologies</i> (pp. 8070-8079). IATED Academy. EDULEARN Proceedings. <a href="https://doi.org/10.21125/edulearn.2017.0487" target="_blank">https://doi.org/10.21125/edulearn.2017.0487</a>
dc.identifier.otherCONVID_34561250
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/67953
dc.description.abstractOpen Education (OE) is a distance learning approach that was strategically chosen by the European Commission (EC) to encourage cost-effective training, upskilling and reskilling of large population groups and workforce with speed and flexibility. Institutions and businesses design and offer Open Online Courses (OOCs) to address skill gaps, organizational and societal needs. OOCs and especially Massive OOCs (MOOCs) are suffering from high rates of attrition, which is attributed to various factors such as learner isolation and lack of motivation to complete the course. Recommendations to address the retention gap in MOOCs include adopting a participation-driven approach, using game design techniques in the courses’ pedagogical design and supplementing the predominant asynchronous learning paradigm in MOOCs with synchronous learning activities and virtual meetings. The University of Patras (South Greece) organized an innovative, motivation-enhanced Big Open Online Course (BOOC), the first of its kind in Greece, with title “Open Workshop on Information Literacy”. During the course, over three hundred (300) participants acquired information literacy skills using available open learning environments and the three-dimensional virtual immersive learning environment Second Life. In this paper, the authors describe the instructional approach based on Problem-Focused Education (PFE) and Game-Based Learning (GBL), the participants’ results and the course outcomes, and the necessary pre-requisites for successful outcomes. Further, the participants’ feedback, evaluation outcomes and lessons learned are discussed. In summary, the participants achieved their set learning goals, experienced a community of practice atmosphere and appreciated the variety of active learning modes. The open publication mode of most learning activities facilitated social agency that lead to additional motivation. Finally, the course demonstrated that the effective use of virtual immersive learning environments for rich, synchronous learning, both formal and informal, can enhance OOCs.en
dc.format.mimetypeapplication/pdf
dc.languageeng
dc.language.isoeng
dc.publisherIATED Academy
dc.relation.ispartofEDULEARN17 Proceedings. 9th International Conference on Education and New Learning Technologies
dc.relation.ispartofseriesEDULEARN Proceedings
dc.rightsIn Copyright
dc.subject.othere-Learning
dc.subject.otherVirtual Immersive Environments
dc.subject.otherOpen Education
dc.subject.otherMOOC
dc.subject.otherSecond Life
dc.subject.othergamification
dc.subject.otherProblem-based Learning (PBL)
dc.subject.otherProblem-Focused Education (PFE)
dc.subject.otherGame-Based Learning (GBL)
dc.titleDesigning and Implementing a Big Open Online Course by Using a 3D Virtual Immersive Environment : Lessons Learned
dc.typeconferenceObject
dc.identifier.urnURN:NBN:fi:jyu-202002252181
dc.contributor.laitosInformaatioteknologian tiedekuntafi
dc.contributor.laitosFaculty of Information Technologyen
dc.type.urihttp://purl.org/eprint/type/ConferencePaper
dc.relation.isbn978-84-697-3777-4
dc.type.coarhttp://purl.org/coar/resource_type/c_5794
dc.description.reviewstatuspeerReviewed
dc.format.pagerange8070-8079
dc.relation.issn2340-1117
dc.type.versionacceptedVersion
dc.rights.copyright© the Authors & IATED Academy, 2017
dc.rights.accesslevelopenAccessfi
dc.relation.conferenceInternational Conference on Education and New Learning Technologies
dc.subject.ysopelillistäminen
dc.subject.ysoverkko-oppiminen
dc.subject.ysoavoimet verkkokurssit
dc.subject.ysoSecond Life
dc.subject.ysovirtuaalimaailma
dc.subject.ysoongelmalähtöinen oppiminen
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p27310
jyx.subject.urihttp://www.yso.fi/onto/yso/p13627
jyx.subject.urihttp://www.yso.fi/onto/yso/p28919
jyx.subject.urihttp://www.yso.fi/onto/yso/p25908
jyx.subject.urihttp://www.yso.fi/onto/yso/p24777
jyx.subject.urihttp://www.yso.fi/onto/yso/p5918
dc.rights.urlhttp://rightsstatements.org/page/InC/1.0/?language=en
dc.relation.doi10.21125/edulearn.2017.0487
dc.type.okmA4


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