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Authors: Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón http://www.e-ucm.es ? Fighting Drop-out Rates in Engineering Education: Empirical Research regarding the Impact of MUVEs on Students’ Motivation ? E-IED-Summit,Madrid, 28 th – 29 th October 2011
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 1/11 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
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 2/11 Discussion of results And Conclusions Contents Introduction & Motivation NUCLEO (generic framework) And Mare Monstrum (specific prototype) Case Studies 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?
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 3/11 Discussion of results And Conclusions Contents Introduction & Motivation NUCLEO (generic framework) And Mare Monstrum (specific prototype) Case Studies 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
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 4/11 Discussion of results And Conclusions Contents Introduction & Motivation NUCLEO (generic framework) And Mare Monstrum (specific prototype) Case Studies 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 Sea Dragons Dragon Warrior Candidate
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 5/11 Discussion of results And Conclusions Contents Introduction & Motivation NUCLEO (generic framework) And Mare Monstrum (specific prototype) Case Studies 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
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 6/11 Discussion of results And Conclusions Contents Introduction & Motivation NUCLEO (generic framework) And Mare Monstrum (specific prototype) Case Studies Mare Monstrum: Social Interaction (II) Global Interaction Student-tutorInteraction Group Interaction
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 7/11 Discussion of results And Conclusions Contents Introduction & Motivation NUCLEO (generic framework) And Mare Monstrum (specific prototype) 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.
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 8/11 Discussion of results And Conclusions Contents Introduction & Motivation NUCLEO (generic framework) And Mare Monstrum (specific prototype) Case Studies 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 (Mundo Nucleo) Similar to Mare Monstrum but using a 2D GUI Used by 27 volunteers (from 60) Third year: Prototype 2 (Mare Monstrum): 56 students.
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 9/11 Applying Mare Monstrum to Engineering Education: Case Study 1 (Results) Average dropout rate Student satisfaction survey 1st year 2nd year 3rd year
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 10/11 Discussion of results And Conclusions Contents Introduction & Motivation NUCLEO (generic framework) And Mare Monstrum (specific prototype) Case Studies 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: Mundo Nucleo) – 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.
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 11/11 Discussion of results And Conclusions Contents Introduction & Motivation NUCLEO (generic framework) And Mare Monstrum (specific prototype) Case Studies 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
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 12/11 Thanks for your attention! Pilar Sancho pilar@sip.ucm.es Javier Torrente jtorrente@e-ucm.es jtorrente@fdi.ucm.es Baltasar Fernández-Manjón balta@fdi.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/
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 13/11 Mare Monstrum: Social Interaction (II) Global Interaction Student-tutorInteraction Group Interaction
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 14/11 Discussion of results And Conclusions Contents Introduction & Motivation NUCLEO (generic framework) And Mare Monstrum (specific prototype) Case Studies 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
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 15/11 Applying Mare Monstrum to Engineering Education: Case Study 2 (Results) Students’ opinion Teachers’ opinion
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Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 16/11 Integration of Multiverse and Moodle
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