Generalised Design Guidelines for Supporting Knowledge Construction and Learning Transfer using 3D, Problem-based Learning Environments
PROCEEDINGS
Michael Garrett, Mark McMahon, Edith Cowan University, Australia
EdMedia + Innovate Learning, in Victoria, Canada ISBN 978-1-939797-03-2 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
Abstract
This paper proposes a series of generalised guidelines to advise the design of 3D, problem-based learning environments. These guidelines were established during the course of a Ph. D study involving the application of the Simulation, User, and Problem-based Learning (SUPL) Design Framework to resolve real world learning and training requirements. The Fires in Underground Mines Evacuation Simulator (FUMES) was developed using the SUPL Design Framework to train underground mining personnel in emergency evacuation procedures. Analysis of participant performance led to the identification of thirty-nine generalisable design guidelines for developing 3D problem-based learning environments. The findings also emphasised the need to design learning environments to meet the learning needs of users rather than merely as static simulations of real world problems.
Citation
Garrett, M. & McMahon, M. (2013). Generalised Design Guidelines for Supporting Knowledge Construction and Learning Transfer using 3D, Problem-based Learning Environments. In J. Herrington, A. Couros & V. Irvine (Eds.), Proceedings of EdMedia 2013--World Conference on Educational Media and Technology (pp. 883-893). Victoria, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved March 19, 2024 from https://www.learntechlib.org/primary/p/112066/.
© 2013 Association for the Advancement of Computing in Education (AACE)
References
View References & Citations Map- Barrows, H.S., & Tamblyn, R.M. (1980). Problem-based learning: An approach to medical education. New York: Springer Pub. Co.
- Barrows, H.S. (1986). A taxonomy of problem-based learning methods. Medical Education, 20, 481–486.
- Baylis, W.T. (2000). The use of virtual reality in training and education. Logistics Spectrum, 34(4), 25–28.
- Brown, J.S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32–42.
- Campbell, D.J. (1988). Task complexity: A review and analysis. The Academy of Management Review, 13(1), 40– 52.
- Charlin, B., Mann, K., & Hansen, P. (1998). The many faces of problem-based learning: A framework for understanding and comparison. Medical Teacher, 20(4), 323–330.
- Dalgarno, B., & Lee, M.J.W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10–32.
- Davis, G.A. (1973). Psychology of problem-solving: Theory and practice. New York: Basic Books.
- Depledget, M.H., Stone, R.J., & Bird, W.J. (2011). Can natural and virtual environments be used to promote improved human health and wellbeing? Environmental Science& Technology, 45(11), 4660–4665.
- Di Caro, G.A. (2003). Analysis of simulation environments for mobile ad hoc networks (Technical Report No. IDSIA-24-03). Retrieved September 18, 2011, from http://www.idsia.ch/idsiareport/IDSIA-24-03.pdf Dirckinck-Holmfeld, L. (2009). Innovation of problem based learning through ICT: Linking local and global experiences. International Journal of Education and Development using ICT, 5(1). Retrieved March 22, 2010, from http://ijedict.dec.uwi.edu/viewarticle.php?id=682&layout=html
- De Jong, T., van Joolingen, W.R., Swaak, J., Veermans, K., Limbach, R., King, S., & Gureghian, D. (1998). Selfdirected learning in simulation-based discovery environments. Journal of Computer Assisted Learning, 14(1), 235–246.
- Dunbar, K. (1998). Problem Solving. In W. Bechtel & G. Graham (Eds.), A companion to Cognitive Science. London: Blackwell.
- Fuchs, M., & Leighton, D. (2011). Ordsall Hall in Manchester: A Creative Game for Heritage Studies. In M. Ma, M. Fradinho Oliveira, & J. Madeiras Pereira (Eds.), Serious Games development and applications, Lecture notes in Computer Science (pp. 139–145). Springer Berlin/ Heidelberg. Retrieved September 3,
- Germanchis, T., Cartwright, W., & Pettit, C. (2005). Using computer gaming technology to explore human wayfinding and navigation abilities within a built environment. Proceedings of the 21st International Cartographic Conference (pp. 11–16). Coruna, Spain: International Cartographic Association.
- Hallinger, P. (2005). Integrating learning technologies and problem-based learning. Proceedings of the Second International Conference on eLearning for Knowledge-Based Society. Bangkok, Thailand.
- Hamza-Lup, F.G., Goeser, P.T., Johnson, W., Thompson, T., Railean, E., Popovici, D.M., & Hamza-Lup, G. (2009). Interactive 3D Web-Based Environments for Online Learning: Case Studies, Technologies and Challenges. International Conference on Mobile, Hybrid, and On-line Learning, 2009. ELML ’09 (pp. 13 –18). Presented at the International Conference on Mobile, Hybrid, and On-line Learning, 2009. ELML ’09. .
- Hmelo-Silver, C.E. (2004). Problem-based learning: What and how do students learn? Educational Psychology Review, 16(3), 235–266.
- Johnson, S.M., Finucane, P.M., & Prideaux, D.J. (1999). Problem-based learning: Process and practice. Australian and New Zealand Journal of Medicine, 29(1), 350–354.
- Jonassen, D.H. (2000). Toward a Design Theory of Problem Solving. Educational Technology Research and Development, 48(4), 63–86.
- Jonassen, D.H. (2005). Tools for representing problems and the knowledge required to solve them. In S.O. Tergan& T. Keller (Eds.), Knowledge and information visualisation (pp. 82–94). Berlin: Springer.
- Keh, H., Chang, J., Lin, K., & Hsu, H. (2005). A 3D situated language exercising system in the WWW environment. International Journal of Distance Education Technologies, 3(3), 65–81.
- Li, J., D'Souza, D., & Du, Y. (2011). Exploring the contribution of virtual worlds to learning in organisations. Human Resource Development Review, 10(3), 264-285.
- Melo, M., Bessa, M., Rocha, T., Sousa, J., Peres, E., Varajao, J., & Magalhaes, L. (2011). Framework for collaborative 3D urban environments. In M. Cruz-Cunha, J. Varajao, P. Powell, & R. Martinho (Eds.), ENTERprise information systems, communications in Computer and Information Science (Vol. 220, pp. 19–28). Berlin: Springer.
- Minsky, M. (1961). Steps towards artificial intelligence. Proceedings of the I.E.E.E, 49, 8–30.
- Munro, A., Breaux, R., Patrey, J., & Sheldon, B. (2002). Cognitive aspects of virtual environment design. In K.M. Stanney (Ed.), Handbook of virtual environments: Design, implementation, and applications (pp. 415–
- Norman, G.R. (1988). Problem-solving skills, solving problems and problem-based learning. Medical Education, 22, 279–286.
- Norman, G.R., & Schmidt, H.G. (1992). The psychological basis of problem-based learning: A review of the evidence. Academic Medicine, 67(9), 557–565.
- Persky, S., Kaphingst, K.A., McCall, C., Lachance, C., Beall, A.C., & Blascovich, J. (2009). Presence relates to distinct outcomes in two virtual environments employing different learning modalities. Cyberpsychology & Behaviour, 12(3), 263–268.
- Petridis, P., Dunwell, I., Panzoli, D., Arnab, S., Protopsaltis, A., Hendrix, M., & Freitas, S. (2012). Game engines selection framework for high-fidelity serious applications. International Journal of Interactive Worlds, 119.
- Sadowski, W., & Stanney, K. (2002). Presence in virtual environments. In K.M. Stanney (Ed.), Handbook of virtual environments: Design, implementation, and applications (pp. 791–806). Malwah, New Jersey:
- Shiratuddin, M.F., & Thabet, W. (2002). Virtual office walkthrough using a 3d game engine. International Journal of Design Computing. Retrieved August 8, 2010, from http://faculty.arch.usyd.edu.au/kcdc/ijdc/vol04/papers/shira/ijdc_final_journal.pdf Smith, M.U. (1988). Toward a unified theory of problem solving: A view from biology. Presented at the Annual Meeting of the American Educational Research Association, New Orleans, LA.
- Song, H., Grabowski, B.L., Koszalka, T.A., & Harkness, W.L. (2006). Patterns of instructional-design factors prompting reflective thinking in middle-school and college level problem-based learning environments. Instructional Science, 34, 63–87.
- Stone, R.J. (2008). Human factors guidelines for interactive 3d and games-based training systems design. Human Factors Integration Defence Technology Centre Document. Retrieved July 7, 2010, from http://62.189.228.71/pdf-downloads/hf-guidelines-for-sg.pdf
- Stone, R.J. (2011). The (human) science of medical virtual learning environments. Philosophical Transactions of the Royal Society of Biological Sciences, 366(1562), 276–285.
- Towne, M.D. (1995). Learning and instruction in simulation environments. Englewood Cliffs, New Jersey: Educational Technology Publications.
- Tichon, J., & Burgess-Limerick, R. (2011). A review of virtual reality as a medium for safety related training in mining. Journal of Health& Safety Research& Practice, 3(1), 33–40.
- Vander Spek, E.D., Wouters, P., & Van Oostendorp, H. (2011). Code Red: Triage Or COgnition-based DEsign Rules Enhancing Decisionmaking TRaining In A Game Environment. British Journal of Educational Technology, 42(3), 441–455.
- Williams, V. (2003). Designing simulations for learning. E-Journal of Instructional Science and Technology, 6(1), 50–71.
- Withers, D. (2005). Authoring tools for educational simulations (Directed reading report). Burnaby, British Columbia: Simon Fraser University.
- Zhang, J. (1991). The interaction of internal and external representations in a problem solving task. Presented at the Thirteenth Annual Conference of Cognitive Science Society, Hillsdale, New Jersey: Lawrence Erlbaum.
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to References