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Universal Adaptation of Avatar Technology and the Metaverse for Online Learning: A New Approach Michael Alden Roller Department of Computer Information.

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Presentation on theme: "Universal Adaptation of Avatar Technology and the Metaverse for Online Learning: A New Approach Michael Alden Roller Department of Computer Information."— Presentation transcript:

1 Universal Adaptation of Avatar Technology and the Metaverse for Online Learning: A New Approach Michael Alden Roller Department of Computer Information Technology & Graphics Purdue University Calumet, USA AACE Global Learn Asia Pacific 2010 - Global Conference on Learning and Technology Penang, Malaysia

2 Synopsis Broadens the investigation to include various disciplines. Provides a brief synopsis of the information available in the interdisciplinary literature to date as it relates to the potential impacts avatar technologies have among millennial learners within online educational domains. 2010 AACE Global Learn Asia Pacific ConferenceProfessor Michael Alden Roller

3 Problem Statements Little is known or understood about how to effectively employ Metaverse and Avatar technology within educational domains, especially among specific audiences and demographics. Avatar technology is still relatively undefined and the future trajectory for research lacks an absolute census among scientists, developers, and corporate entities (Davis, 2009). 2010 AACE Global Learn Asia Pacific ConferenceProfessor Michael Alden Roller

4 Pedagogical Issues Today, technology has afforded learners the ability to personalize their interactions with content and classmates, and create new methods for collaborating with instructors. Despite the capabilities and conveniences technology affords learners and instructors, questions continue to be raised about whether media actually impacts learning to any significant distinct level. 2010 AACE Global Learn Asia Pacific ConferenceProfessor Michael Alden Roller

5 Theories & Perspectives Richard Clark: educators need to ask the question why first instead of how before adopting new media and technology for instructional purposes. Eklund & Woo: knowledge can be “mapped” via cognitive contexts within hypermedia frameworks. Research and evidence suggests a benefit may exist by identifying the factors of cognitive processes and then marrying them to appropriate technologies. 2010 AACE Global Learn Asia Pacific ConferenceProfessor Michael Alden Roller

6 Current Trends Users want to be more involved in the experience being undertaken, and are looking for ways to reach out and connect to other individuals on a personal level. Evident by increased interests in online gaming and integration of immersive media elements (friend requests, avatars, instant messaging, and multi-user virtual environments) available within social media sites (Messinger, Stroulia, Lyons, Bone, Niu, Smirnov, & Perelgut, 2009). 2010 AACE Global Learn Asia Pacific ConferenceProfessor Michael Alden Roller

7 Trends: Presence and Perception Studies have shown that presence among participants of a collaborative virtual environment is significant to the quality of the experience. Research has shown limitations on simple gestures and behavior cues have the potential to alter the perception of self and the behavioral interactions between avatars within a virtual world. 2010 AACE Global Learn Asia Pacific ConferenceProfessor Michael Alden Roller

8 Trends: Group Presence & Interaction Research to date has reported higher performance levels of participants within virtual worlds in comparison to traditional or other online instructional environments (Francheschi et al., 2009). Francheschi et al also reported higher performance factors failed to show significant improvement for engagement, individual presence, and group presence. 2010 AACE Global Learn Asia Pacific ConferenceProfessor Michael Alden Roller

9 Future Directions Understanding the relationships and factors associated between real-life identity and the avatar within a virtual environment may provide insight on how to improve and manifest effective collaboration among groups. Facilitating discovery mechanisms within virtual environments - most importantly motivation (Omale, Hung, Luetkehans, & Cooke-Plagwitz, 2009). 2010 AACE Global Learn Asia Pacific ConferenceProfessor Michael Alden Roller

10 Future Directions Constructive knowledge can be effectively acquired in virtual world simulations via role-play scenarios (Jamaludin, Chee, & Ho, 2009). However, larger scaled studies are required to validate critical factors associated with retention and recall about the experiences being undertaken by participants. 2010 AACE Global Learn Asia Pacific ConferenceProfessor Michael Alden Roller

11 Conclusion & Summary Developers need to understand and address issues relating to presence, representation, and group interaction to facilitate easy adaption of avatar technology to online learning systems. Specific research into how avatar technology can be universalized for learners is also needed in order to provide a universal specification for avatar technologies within online educational domains, specifically for the improvement of learning and interaction. 2010 AACE Global Learn Asia Pacific ConferenceProfessor Michael Alden Roller


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