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Computer Assisted Assessment within 3D Virtual Worlds

Computer Assisted Assessment within 3D Virtual Worlds. María Blanca IBÁÑEZ , Diego MORILLO ARROYO, Patricia SANTOS, David PÉREZ CALLE, José Jesús GARCÍA RUEDA, Davinia HERNÁNDEZ LEO, and Carlos DELGADO KLOOS. Outline. Problem

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Computer Assisted Assessment within 3D Virtual Worlds

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  1. Computer Assisted Assessmentwithin 3D Virtual Worlds María Blanca IBÁÑEZ, Diego MORILLO ARROYO,Patricia SANTOS, David PÉREZ CALLE, José Jesús GARCÍA RUEDA, Davinia HERNÁNDEZ LEO, and Carlos DELGADO KLOOS

  2. Outline • Problem • Interactions in 3DVW & relation with multiple-choice questions • Architecture that integrates a QTI-player and a 3DVW • Case Study • Conclusions and Future Work E-iED 2011

  3. Uses of 3D Virtual Worlds 3DVWs as meeting points 3DVWs as learning environments Goal: To learn Goal: To be there Meeting point Acquisition of: Skills Knowledge Actitudes Exploration Collaboration Rules Problem resolution Immersion Narrative Goal: Entertain 3DVWs as multiplayer games E-iED 2011

  4. 3D Virtual Worlds & Learning 3DVWs possibilities for learning • Recreation of context learning environments • Interactive capabilities • Collaborative capabilities • Increase students´ motivation • Possibilities to log any interaction E-iED 2011

  5. 3D Interaction Patterns inComputer-Assisted Assessment Modify object´s attributes; Go to a place Gestures; Write answer E-iED 2011

  6. Example E-iED 2011

  7. NewApis It provides the questions of a test It sends to the 3DVW: Each question of the test The list of options It evaluates students´ answer It sends feedback to students It computes students´ grades OpenWonderland It orchestrates the test It deploys assessment activities into the 3DVW It monitors students´ interactions It reports students´ interaction to NewApis Integration of a QTI-player with a 3DVW: Functionality E-iED 2011

  8. Architecture E-iED 2011

  9. Case Study C Topic: Novel “The Invention of Morel” by A. Bioy Casares 12 participants 2 sessions 3 groups / session A test of 3 questions for each group G1: A -> B -> C G2: B -> C -> A G3: C -> A -> B A B E-iED 2011

  10. Immersion Physical Psychological Usability Difficulties interacting with 3D objects Troubles identifying objects with interactive capabilities It is useful to receive information through different channels Test Motivated to answer the test After the test, understand better the novel Better this kind of test than traditional one Case Study: Results X X 69.5% X X 50% X 6.3% X 38 % X 51 % X 58.3 % X 70.8 % X 58.7 % E-iED 2011

  11. Conclusions • Assessment of knowledge in 3DVW by integrating a QTI player into OWL. • Case Study: • Immersion achieved. • Immersion better with • best artwork, • more realistic physical effects. • Participants suggest: • To introduce orchestration at narrative level. E-iED 2011

  12. Future Work • Use multiple-choice questions. Others in the future. • Produce visually appealing scenarios • Authoring tools: • Artwork • Narrative • Exploit collaborative possibilities on assessment • Use of 3DVWs to evaluate competencies E-iED 2011

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