2012 45th Hawaii International Conference on System Sciences 2012
DOI: 10.1109/hicss.2012.639
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Visualizing Behavioral Data from a 3D Virtual Learning Environment: A Preliminary Study

Abstract: This paper describes a preliminary study which attempted to apply learning analytics methods to usage data generated by students with autism spectrum disorders using iSocial, a collaborative, threedimensional virtual learning environment. Drawing from similar methods in the area of learning and content management systems, the work presented in this paper considers two types of user behaviors that are not present in LMS/CMS and are unique to 3D VLEs: avatar movement and spoken dialogue. The method developed for… Show more

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Cited by 14 publications
(4 citation statements)
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References 23 publications
(15 reference statements)
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“…Messages with objects and users: Data on the number of times that 3D characters made use of private messages to each other or received information from the different objects in the virtual environment. These data provide information on both social use, such as the 3D scanning environment, and the use of educational resources (Schmidt & Laffey, 2012). Sessions: Data about the time spent by users within the Virtual World and its distribution in time, number of sessions, average session duration, etc.…”
Section: Data Analyzedmentioning
confidence: 99%
“…Messages with objects and users: Data on the number of times that 3D characters made use of private messages to each other or received information from the different objects in the virtual environment. These data provide information on both social use, such as the 3D scanning environment, and the use of educational resources (Schmidt & Laffey, 2012). Sessions: Data about the time spent by users within the Virtual World and its distribution in time, number of sessions, average session duration, etc.…”
Section: Data Analyzedmentioning
confidence: 99%
“…Visualization was used to display the analytics information in a more meaningful way [16] [28]. Player's involvement was estimated manually for each participant, caseby-case by a human.…”
Section: Visualizing Quantitative Measures Of Users' Involvement In Omentioning
confidence: 99%
“…Metaverses are related to virtual worlds, 3D environments for user interaction, allowing both users interacting between them or users interacting with the virtual scenarios in the system (García-Peñalvo, Cruz-Benito, & Therón, 2014). In education (Allison & Miller, 2012;Baker, Wentz, & Woods, 2009; García-Peñalvo, Cruz-Benito, Maderuelo, Pérez-Blanco, & Martín-Suárez, 2014), the main difference with a typical Learning Management System (LMS) is that in these virtual worlds is possible to understand the users' behaviors in the environment through the tracking of different kind of actions, such as movements, conversations, etc., offering a more immersive space for the users (Schmidt & Laffey, 2012).…”
Section: Introductionmentioning
confidence: 99%