Intelligent Assessment and Learner Personalisation in Virtual 3D Immersive Environments.

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Title: Intelligent Assessment and Learner Personalisation in Virtual 3D Immersive Environments.
Authors: McCusker, Kerri1 ka.mccusker@ulster.ac.uk, Callaghan, Michael1 mj.callaghan@ulster.ac.uk, Harkin, Jim1 jg.harkin@ulster.ac.uk, Wilson, Shane1 s.wilson@ulster.ac.uk
Source: Proceedings of the European Conference on Games Based Learning. 2012, Vol. 2, p591-599. 9p.
Subject Terms: *Educational games, *Active learning, *STEM education, Digital technology, Virtual reality
Abstract: Science, Technology, Engineering and Maths (STEM) subjects are increasingly important in the 21st century as the world looks for new solutions to global problems. A major problem associated with engineering education is increasing its appeal as a subject discipline amongst prospective students. It is therefore essential that educational institutions attract the most capable students, nurture and provide them with the skills and depth of understanding needed to face the challenges of globalisation. If these aims are to be achieved future elearning environments must accommodate the diverse learning styles, needs and skills of modern, digitally literate students. This paper introduces a next generation learning environment (+GLE) which combines and integrates the most effective elements of virtual and 3D learning technologies. However, unlike previous integrations, this learning environment will be designed specifically for engineering education. Two main contributions of intelligent assessment and learner personalisation are proposed which collectively work together as an Intelligent Tutoring System (ITS) to effectively assess the students' actions in the virtual 3D immersive environment. The learning is personalised by identifying the students weaknesses and strengths and adapting the +GLE appropriately based on the individual students' skills, knowledge and competences. The dynamic personalisation aims to accommodate the differing learning styles of the students. The outcome of the proposed research is a collection of interactive and adaptive STEM-based experiments, linked to real hardware, using 3D environments that reinforce theory through VLE's, aiming to meet the needs of students. [ABSTRACT FROM AUTHOR]
Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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PubType: Conference
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  Data: Intelligent Assessment and Learner Personalisation in Virtual 3D Immersive Environments.
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  Data: <searchLink fieldCode="AR" term="%22McCusker%2C+Kerri%22">McCusker, Kerri</searchLink><relatesTo>1</relatesTo><i> ka.mccusker@ulster.ac.uk</i><br /><searchLink fieldCode="AR" term="%22Callaghan%2C+Michael%22">Callaghan, Michael</searchLink><relatesTo>1</relatesTo><i> mj.callaghan@ulster.ac.uk</i><br /><searchLink fieldCode="AR" term="%22Harkin%2C+Jim%22">Harkin, Jim</searchLink><relatesTo>1</relatesTo><i> jg.harkin@ulster.ac.uk</i><br /><searchLink fieldCode="AR" term="%22Wilson%2C+Shane%22">Wilson, Shane</searchLink><relatesTo>1</relatesTo><i> s.wilson@ulster.ac.uk</i>
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  Data: <searchLink fieldCode="JN" term="%22Proceedings+of+the+European+Conference+on+Games+Based+Learning%22">Proceedings of the European Conference on Games Based Learning</searchLink>. 2012, Vol. 2, p591-599. 9p.
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  Data: *<searchLink fieldCode="DE" term="%22Educational+games%22">Educational games</searchLink><br />*<searchLink fieldCode="DE" term="%22Active+learning%22">Active learning</searchLink><br />*<searchLink fieldCode="DE" term="%22STEM+education%22">STEM education</searchLink><br /><searchLink fieldCode="DE" term="%22Digital+technology%22">Digital technology</searchLink><br /><searchLink fieldCode="DE" term="%22Virtual+reality%22">Virtual reality</searchLink>
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  Data: Science, Technology, Engineering and Maths (STEM) subjects are increasingly important in the 21st century as the world looks for new solutions to global problems. A major problem associated with engineering education is increasing its appeal as a subject discipline amongst prospective students. It is therefore essential that educational institutions attract the most capable students, nurture and provide them with the skills and depth of understanding needed to face the challenges of globalisation. If these aims are to be achieved future elearning environments must accommodate the diverse learning styles, needs and skills of modern, digitally literate students. This paper introduces a next generation learning environment (+GLE) which combines and integrates the most effective elements of virtual and 3D learning technologies. However, unlike previous integrations, this learning environment will be designed specifically for engineering education. Two main contributions of intelligent assessment and learner personalisation are proposed which collectively work together as an Intelligent Tutoring System (ITS) to effectively assess the students' actions in the virtual 3D immersive environment. The learning is personalised by identifying the students weaknesses and strengths and adapting the +GLE appropriately based on the individual students' skills, knowledge and competences. The dynamic personalisation aims to accommodate the differing learning styles of the students. The outcome of the proposed research is a collection of interactive and adaptive STEM-based experiments, linked to real hardware, using 3D environments that reinforce theory through VLE's, aiming to meet the needs of students. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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