Nooriafshar 2007
Nooriafshar 2007
net/publication/237091917
CITATIONS READS
2 725
1 author:
Mehryar Nooriafshar
University of Southern Queensland
67 PUBLICATIONS 136 CITATIONS
SEE PROFILE
All content following this page was uploaded by Mehryar Nooriafshar on 22 May 2014.
Mehryar Nooriafshar
University of Southern Queensland, Toowoomba, Australia
[email protected]
ABSTRACT
This paper investigates the use of the latest technology and innovative
methods in such a way that the established learning and teaching approaches are
taken into consideration in designing teaching materials. In other words,
technology is not regarded and used as a substitute but as a complementary
component to achieve enhancements. The use of leading edge technologies such
as three dimensional (3 D) animation and virtual reality technologies are explored
for this purpose. This balanced approach in designing teaching materials is
demonstrated through a number of applications in Business related courses.
Hence, technology aided teaching methods, which utilize established learning
concepts for the purpose of learning enhancement are developed and presented.
In order to test this design approach, one of the latest 3D programming tools was
adopted. The findings demonstrated that Virtual Reality (VR) technologies, when
supported by established learning and teaching concepts, can play a significant
role in Business education.
INTRODUCTION
Over the recent years, we have been hearing about and witnessing the use of the
multimedia and web-web-based technologies in learning and teaching. Many
successful educational multimedia products have been developed which have
made significant contributions to learning and teaching at various levels.
Unfortunately, it is not always clear what exactly the position of technology in
education is. In other words, to what extent does the technology-aided means of
learning enhance learning and add value to the conventional materials? How are
they supposed to supersede or excel the learning effectiveness of the face-to-face
(chalk and talk) methods of teaching?
1
After all, the main purpose in teaching any Business topic should be to convey the
concepts and ideas to the learners in such a way that they can relate them to real-
life situations and applications. According to a survey conducted by the author in
2005, the industries have very practical requirements. In other words, Business
graduates are expected by their employers to observe, collect relevant data,
analyse using appropriate methods, identify patterns and relationships; and then
make recommendations. See Nooriafshar and Maraseni (2007).
Although the latest technologies have been adopted in the project on which this
paper is based, traditional concepts have not been sacrificed or overlooked. In
using technology, one should not create a situation where one cannot see the
wood for the trees. This paper explores the ways of combining virtual reality
environments with traditional approaches and concepts in creating a balanced and
more effective learning and teaching environments.
Virtual Reality (VR) has been utilized in practical areas such as three dimensional
(3D) modeling of human genes, physics experiments, surgical procedures and
tours of terrestrial and celestial landscapes. VR can also benefit learning and
teaching as it will allow the learners to immerse in and be a part of the learning
materials. Although the term virtual reality is used for different purposes, the
original concept refers to immersive virtual reality. The general concept of
immersive virtual reality was developed back in the late 80s. In immersive virtual
reality, participants interact with a world completely generated by computer
which is a virtual replica of the actual subject. As suggested by Beier (2004), one
of the main characteristics of immersive virtual reality is that the environment is a
full scale replica of the real world and it relates to human size. Hence, the
participants get the feeling as if they are interacting with the real environment or
subject.
There is no doubt that VR and related technologies will play an important role in
the development of multimedia systems in the future. As an application of VR in
teaching quantitative subjects, a latest 3D development environment called
VirtualStage by Dakine Wave Limited (http://www.dakinewave.com/) was
adopted to create simulations of classroom sessions in a realistic manner. As part
of this project, various learning situations were created and produced as virtual
reality productions. Learning and teaching methods which were adopted in these
developments are based on established concepts such as learning by guidance,
learning by association and modal preferences. It would be relevant to provide a
background to these concepts before proceeding any further.
2
information received from the teacher. This way of learning is known as
constructivism, which encourages the learner to construct their own meanings
rather than simply memorizing someone else’s. Under constructivism the nature
of learning takes a different form. An appropriate definition of learning under
constructivism is by Bruner (n.d.) who considers learning as an active process in
which the new ideas or concepts are constructed based on the existing ones.
In this experiment, Socrates asks the boy to determine the dimensions of a square,
which is exactly twice as large as a given square (say, abcd). The boy, eventually,
after a series of questions, finds out that the correct solution is obtained by
constructing the square (twice as large as abcd) on a diagonal (say, ac) of the
given square. See Figure 1 for an illustration.
Even if learning is only the recovery of the pre-existent knowledge in the human
soul, as Socrates argues, it can be passed on from teacher to learner by simply
guiding the learner to find out for himself.
3
Learning by association is based on associating a new piece of information with a
prompter, which will help us with remembering. The prompter can be an image
(actual or virtual), sound, object or word. This way of learning is compatible with
the general idea of Dual Coding theory proposed by Pavio (1986). According to
this theory, by presenting information in both visual and verbal forms the
effectiveness of remembering and recalling is improved.
Imagine that you are looking at a plate (in French: assiette) and saying to yourself
I-see-it.
4
several types of questionnaires, which can determine the learner’s modal
preference. Fleming (2001) provides a comprehensive insight into theory and
practical uses of learning styles. The chart provided under: Learning Styles (n.d.)
at: http://www.chaminade.org/inspire/learnstl.htm is an easy and quick method of
getting an indication of leaning style preference. The following section describes
how the VirtualStage environment was adopted to develop an immersive virtual
reality system for teaching and learning purposes.
VIRTUALSTAGE IN LEANING AND TEACHING MATHEMATICS
A series of 3D presentations were developed in VirtualStage. The topics included
Decision Theory basics and Introduction to Goal Programming. These
presentations demonstrate how the Socratic method of teaching, which usually
takes place in a face to face situation, can be simulated, created and captured for
replay.
Mario: “OK. No problem. But, first of all, let me start by asking you: When do
you think we have to make decisions?”
Sally: “When we want to choose the best option out of a number of possibilities?”
Mario: “Exactly. That is when we are faced with a number of alternatives and?”
5
Mario: “Very good. But, we are sure that we want choose the best one.”
It should be noted that when a teacher utilises appropriate visual and aural
features, complements them with appropriate body language and supports
everything with effective teaching approaches, then a multimedia-learning
environment is created. Provided this teacher is knowledgeable in the field and
possesses patience and is prepared to repeat and explain, as many times as
necessary, then we would have an ideal learning environment. So, why do we
need to simulate this situation as a 3D multimedia? Some of the reasons could be
due to:
6
select the worst (highest cost) for each option and then choose the best (lowest) of
these worst cases. So, in this case we have applied MINMAX. On the other
hand, if we have profits, then choose the worst (lowest) profit for each option and
finally select the best (highest) of them. Hence, in this case, we have applied
MAXMIN.
CONCLUSION
Although modern computing has made a significant contribution to education, it
must not be regarded as a substitute for traditional approaches. As was suggested,
it can be argued that the most effective multimedia is probably the experienced
and knowledgeable human teacher who possesses the necessary characteristics for
catering different needs of students. They include the ability and willingness to
utilise various modes such as visual and aural. When these features are
complemented with appropriate body language and supported with effective
teaching approaches, then an effective multimedia-learning environment is
created. Unfortunately, in many instances one cannot see the wood for the trees
as the foundations are overlooked or even disregarded.
This paper has demonstrated how the latest technologies such as virtual reality
can be married with the established concepts of learning and teaching to produce
effective educational materials for face to face and distance modes. Hence, it will
be possible to simulate classroom sessions which can be enjoyed by all students
regardless of their mode of study and geographical location.
REFERENCES
Beier K.P. 2004 Virtual Reality: A Short Introduction Retrieved February 2, 2004
from http://www-vrl.umich.edu/intro/
Bruner J. n.d., Constructivism Theory Retrieved November 11, 2003 from
http://www.artsined.com/teachingarts/Pedag/Constructivist.html
Fleming N. 2001, VARK –a guide to learning styles Retrieved December 11, 2003
from http://www.artsined.com/teachingarts/Pedag/Constructivist.html
Gruneberg M. 2002, Instant Recall French Vocabulary, McGraw-Hill.
Nooriafshar 2004, What Equipment and Mathematical Skills Do I Need to Learn
the Basics of Astronomy and Enjoy it as a Hobby?, Popular Astronomy,
Vol 51, no.1, 10-11 January-March.
7
Nooriafshar and Maraseni 2007, “University Graduates’ Quantitative Skills and
Industries’ Needs”, Proceedings of the Hawaii International Conference
on Statistics, Mathematics and Related Fields, Honolulu, Hawaii, USA,
17th-19th January
Paivio, A, 1986, Mental Representations, New York: Oxford University Press.