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Teaching Presence in a 3D Virtual Reality Learning Environment from Students’ Perspectives

Minh Pham

Dr. Xinhao Xu

Hao He

Jhon Alexander Bueno Vesga

University of Missouri, Columbia

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Background

  • Community of Inquiry (CoI) (Garrison et al. , 1999)
  • One of the essential elements that lead to success in online learning (Anderson, 2001)

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Background

  • Instructor’s interaction, communication style, and frequency of the instructor’s input into the class discussions and communication (Kassinger, 2004; Palloff & Pratt, 2003)
  • the design, facilitation, and direction of student cognitive and social presence to support student meaningful and deep learning (Anderson et al., 2001)
  • all kinds of instructor activities, including instruction and facilitation of communication to support student learning

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Literature Review

  • positively correlated with both students’ sense of belonging to a learning community and higher retention rates (Boston et al., 2006; Rapanta et al., 2020; Shea et al., 2005; Sime & Themelis, 2020; Zhang et al., 2016). 
  • tied to course satisfaction (Caskurlu et al., 2020; Ice et al., 2007)
  • Positive predictor on learning performance (Lim & Rihardson, 2020; Sidiropoulou & Mavroidis, 2019)
  • Absence of teaching presence, low engagement (Angeli et al., 2003; Pawan et al., 2003; Pham et al., 2021)
  • There is no debate about the efficacy of online learning; with the emergence of new digital technologies such as VR/AR/MR, research is still needed on how to design a positive learning experience, especially from students’ perspectives

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Research Question

  • What are students’ perceptions of teaching presence in the desktop VR-based learning environment?

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Research Design

  • Qualitative exploratory research (Merriam & Tisdell, 2006)
  • Content analysis
    • (1) becoming familiar with the data;
    • (2) becoming familiar with the framework;
    • (3) inductive open coding
    • (4) identification of themes
    • (5) review of themes
    • (6) refining and defining themes
    • (7) report writing

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Research Design

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Participants

  • Participants: Students taking an online course on the introduction of digital media
  • Course enrollment: 30 – 40 students
  • Length: 3 one-week long learning modules
  • Sample size: 86 (3 semesters)

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Data Collection

  • Qualtrics online surveys conducted right after the 3 learning modules
  • Reflections: “What are the most three helpful aspects regarding the content of digital 3D VRLE in Module 6,7 & 8?”

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Teaching Materials

  • Non-immersive VR/ desktop VR
  • Interactive 3D computer generated multimedia environment presented on a conventional personal computer (Chen et al., 2004; Strangman & Hall, 2003)
  • explored using keyboard, mouse, wand, joystick or touch screen (Chen et al., 2004; Strangman & Hall, 2003). 

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Teaching Materials

  • SISLT
  • Developed by TELL Research Lab led by Dr. Xinhao Xu
  • OpenSimulator: Developer site
  • Firestorm Viewer: Viewer site

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Teaching Materials

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Teaching Materials

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Teaching Materials

Activities included:

  • OpenSimulator viewer (Firestorm) installation and connection to server.
  • Avatar personalization.
  • Navigation and avatar movement.
  • Communication and interaction with other avatars.
  • Prims building, edition, and interaction.
  • Scripts for media presentations.
  • Present media creations to peer in a virtual gallery

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Teaching Materials

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Materials

  • Objectives:
    • To introduce students to the use an open source virtual reality environment (VRE) as a teaching-learning strategy.
    • To encourage students to use VREs as a tools to develop and deliver educational experiences.�

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Findings

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Findings (1): Presentation of critical content�����

Students valued the selection of content presented in the modules which helped them not only to have an overview of VR but also to see the uses and possibilities with VR and VRLE to support learning and how they can become a producer/creator rather than a consumer in those environments.

Watching the video examples of other 3D VRLEs, has opened my eyes to the vast possibly applications of how this can be used for supporting learning.” (P11)

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Findings (2): The use of walkthrough video tutorials�

Students valued video tutorials which made them accomplish tasks which would be very challenging otherwise.

The videos that showed how to adjust the avatar, make objects, and make a media board were very useful for creating my own avatar and media board.” (P12)

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Findings (3): Instructor’s availability and accessability��

Students found it helpful having ongoing support from the instructor within the VRLE and in the course, timely feedback and response from the instructor in discussion forum or email exchange, and the instructor’s being approachable and willing to help.

The TAs and professor were helpful during my live session.” (P9)

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Findings (4): Activities for collaborative learning�

Students valued peer feedback to see their work through the eyes of others and social interactions with others within the VRLE.

Virtual group meetings demonstrated how VR interactions work most.” (P8)

Having peers review y work has allowed me to see my work through the eyes of others. This has in turn helped me to be more attentive to my work and what I am developing.” (P17)

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Findings (5): Alignment of learning activities with assessment�

Students reported the completion of all required learning activities in the modules was helpful to complete the assignment.

Creating our own small project in OpenSimulator after doing the Zoom activity first was helpful because we could look at our projects from a learner's perspective and we had already had experience with the VR environment before building our own media board. “ (P9)

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Conclusion

  • Limitations: one data source
  • The five aspects of the learning modules which were perceived the most useful for them are aligned with 3 categories of teaching presence proposed by Garrison et al. (2001) and design recommendations for the effective learning in online learning environments in prior studies (e.g., Jahnke, 2015; Garrison, 2001)
  • These five aspects also indicate when VRLE is introduced in online learning, the focus of teaching presence on these aspects may be necessary to bring out positive learning experiences for students.