authors: pilar sancho, javier torrente, baltasar fernández-manjón ? fighting drop-out rates in...
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Authors: Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón
http://www.e-ucm.es
Fighting Drop-out Rates in Engineering Education: Empirical Research regarding the Impact of MUVEs on Students’ Motivation?
E-IED-Summit ,Madrid , 28th – 29th October 2011
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 2/11
Index
Introduction
Description of the instructional framework (NUCLEO) and the prototype (Mare Monstrum)
Two Case Studies of Applying Mare Monstrum in Engineering Education
Discussion of the Results and Conclusions
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 3/11
Discussion of resultsAnd Conclusions
Contents
Introduction & Motivation
NUCLEO (generic framework)
And Mare Monstrum
(specific prototype)
Case Studies
Introduction
MUVEs (Multi User Virtual Environments) are gaining attention for educational purposes E.g., general-purpose MUVEs (Second Life™) and
education-specific (River City™, Quest Atlantis™, Revolution™, etc.).
Most frequently cited arguments in favor of educational MUVEs Digital Natives do not feel attracted by traditional
content MUVEs can enhance the motivation of the students
Question: Do MUVEs really enhance the learning experience in terms ofstudent motivation?
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 4/11
Discussion of resultsAnd Conclusions
Contents
Introduction & Motivation
NUCLEO (generic framework)
And Mare Monstrum
(specific prototype)
Case Studies
NUCLEO: A Bridge Between MUVEs and E-Learning Systems
The use of MUVEs is hindered by some issues MUVEs are difficult to integrate in the learning flow MUVEs work as “black boxes” (it is difficult to know
what’s going on there) so the performance of the students cannot be tracked easily
NUCLEO aims to address those issues by integrating MUVEs in Learning Management Systems (e.g. Moodle™, Sakai™, .LRN™) NUCLEO is a plug-in to be installed on the LMS-side
General ideas behind NUCLEO Background: socio-constructivism, pedagogical
sound approach Uses a Problem-Based Solving (PBL) approach as
the underlying pedagogical trend Small teams try to reach the solution of real-world,
open-ended, ill-structured problems Real course is represented metaphorically using
fantasy
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 5/11
Discussion of resultsAnd Conclusions
Contents
Introduction & Motivation
NUCLEO (generic framework)
And Mare Monstrum
(specific prototype)
Case Studies
Mare Monstrum: Fantastic Metaphor
Inhabitants of Dragon Island The Picts The Dark Lords (want
to destroy knowledge)
The Sea Dragons (train the Picts in the weapons of knowledge)
The game simulates a school of warriors trying to get the grade of Dragon Warrior
Sea Dragons
Dragon Warrior Candidate
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 6/11
Discussion of resultsAnd Conclusions
Contents
Introduction & Motivation
NUCLEO (generic framework)
And Mare Monstrum
(specific prototype)
Case Studies
Mare Monstrum: Social Interaction
Interaction is carried out following two different schemes to improve motivation, team dynamics Collaboration Competition
Interaction is carried out also at two different levels Individually By group
These mechanics are supported with two main resources Parameters to show social recognition
RankingsPhysical distinctive characteristics according to
achievements Three zones for interaction
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 7/11
Discussion of resultsAnd Conclusions
Contents
Introduction & Motivation
NUCLEO (generic framework)
And Mare Monstrum
(specific prototype)
Case Studies
Mare Monstrum: Social Interaction (II)
Global Interaction
Student-tutor Interaction
Group Interaction
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 8/11
Discussion of resultsAnd Conclusions
Contents
Introduction & Motivation
NUCLEO (generic framework)
And Mare Monstrum
(specific prototype)
Case Studies
Case Studies
Two case studies in order to test how three aspects of Mare Monstrum affect students’ motivation The role game dynamic of the learning scenario The immersive 3D MUVE scenario The fostering of competition by using social
recognition strategies.
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 9/11
Discussion of resultsAnd Conclusions
Contents
Introduction & Motivation
NUCLEO (generic framework)
And Mare Monstrum
(specific prototype)
Case Studies
Applying Mare Monstrum to Engineering Education: Case Study 1 (Description)
Teaching “Programming Fundamentals” to Electronic Engineering Students
Problem Alarmingly increase of drop-out-rates Gradual decrease of students’ grades
Methods: Compare traditional approach (2 years) Vs NUCLEO-based approach (3 years) First year: Traditional approach combining lectures,
lab sessions and a final test. Second year: Prototype 1 (Mundo Nucleo)
Similar to Mare Monstrum but using a 2D GUIUsed by 27 volunteers (from 60)
Third year: Prototype 2 (Mare Monstrum): 56 students.
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 10/11
Applying Mare Monstrum to Engineering Education: Case Study 1 (Results)
Average dropout rate Student satisfaction survey
1st year 2nd year3rd year
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 11/11
Discussion of resultsAnd Conclusions
Contents
Introduction & Motivation
NUCLEO (generic framework)
And Mare Monstrum
(specific prototype)
Case Studies
Discussion of the Results
The results depict an increase of students’ motivation Decrease of dropout rates
65% in first year (traditional teaching approach)
9.09% in second year (1st prototype: Mundo Nucleo) – only experimental group
16% in third year (2nd prototype: Mare Monstrum) – all the students
Two case studies in order to test how three aspects of Mare Monstrum affect students’ motivation The role game dynamic of the learning scenario.
95.45% of the students found this motivational.
The immersive 3D MUVE scenario. 56.82% of the students found this
motivational. The fostering of competition by using social
recognition strategies.63.64% of the students found this
motivational.
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 12/11
Discussion of resultsAnd Conclusions
Contents
Introduction & Motivation
NUCLEO (generic framework)
And Mare Monstrum
(specific prototype)
Case Studies
Summary and Final Remarks
Fantasy and gaming are powerful motivators… … but immersive 3D multi user interface does not
seem to be as important as the gaming or the learning strategies
Boosting competition using social recognition strategies… works very well for the majority of students while it is counterproductive for a small minority
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 13/11
Thanks for your attention!
Pilar Sancho
Javier Torrente
[email protected] [email protected]
Baltasar Fernández-Manjón
Don’t forget to visit our web-sites!
http://www.e-ucm.eshttp://www.e-ucm.es/projects/NUCLEO/ http://www.e-ucm.es/people/pilar/ http://www.e-ucm.es/people/javier/
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 14/11
Mare Monstrum: Social Interaction (II)
Global Interaction
Student-tutor Interaction
Group Interaction
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 15/11
Discussion of resultsAnd Conclusions
Contents
Introduction & Motivation
NUCLEO (generic framework)
And Mare Monstrum
(specific prototype)
Case Studies
Applying Mare Monstrum to Engineering Education: Case Study 2 (Description)
24 Selected Users and Experts evaluated the system 8 teachers.
Were experts in design and development of e-learning applications
Taught modules of computer programming 16 selected students
Extreme gamers of MMORGs Completed 2 surveys
Satisfaction survey similar to case study 1Measurement of usability of some in-built
collaboration tools
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 16/11
Applying Mare Monstrum to Engineering Education: Case Study 2 (Results)
Students’ opinionStudents' opinion
0
20
40
60
80
100
120
AGREE DISAGREE
The game dynamic ispositive for motivation
Usint a MUVE as userinterface is positive formotivation
The competitiveatmosphere is positive formotivation
Social recognitionelements are positive formotivation
Teachers' opinion
0
20
40
60
80
100
120
AGREE DISAGREE
The game dynamic ispositive for motivation
Usint a MUVE as userinterface is positive formotivation
The competitiveatmosphere is positive formotivation
Social recognitionelements are positive formotivation
Teachers’ opinion
Pilar Sancho, Javier Torrente, Baltasar Fernández-Manjón 17/11
Integration of Multiverse and Moodle