Title: 3D Online Learning Environments: From Game Technology to Serious Educational Applications
13-D Online Learning Environments From Game
Technology to Serious Educational Applications
National Educational Computing Conference, 2006
http//courseweb.unt.edu/gjones
2Workshop Goals
- Explore and understand 3D online learning
environments. - Discuss the educational implications of this new
technology. - Examine the potential of games and simulations in
education.
3Workshop Agenda
- Introduction
- Hands on
- 3D Online Learning Environments
- Break
- Educational Implications
- Games and Simulations
- The Future
4CRG 3D Online Learning Environments
- Start Client
- Login
- First Last Name (i.e. Greg Jones)
- Password is necc
5Basic Functionality
- Movement (arrow keys)
- Who (/who)
- Open Say (enter, type, enter)
- Audio (press and hold F12, then release)
- Teleport
- /goto yard, /goto outdoor1, /goto mus_room1
- Slideshow (example)
6Elements of a 3D OLE
- Space, Relationships, Presence
- Engaging, Interactive
- Immediacy, Feedback
- Multi-Modal
- Multi-Media
- Distributed Learning
- Bandwidth Efficient, Scaleable
- distributed computing, digital divide
- Cognitive Scaffolding
7Why is 3D more possible now?
- 1999 and 2000
- Consumer Computer Technology Plateau
- Barriers to Access begin to decline
- Internet common and affordable
- Personal Computer Performance
- 3D GPU in 80 of shipped units
- We have gone from 20,000 polygon displays in 1999
to 3D scenes derived from 200million in 2004. - Games and 3D graphics are the new literacy
created by the availability of technology.
8From 1998 to 2005 Graphics
Excerpt from half-life2 demo.
144
9Virtual People in 2004 Graphics
Excerpt from half-life2 demo.
114
10Photorealistic 3D Environments
Excerpt from half-life2 demo.
53
11Graphics Engine 2004-05
Excerpts from UnrealEngine3 Halflfe 2.
306
12Current MMOG Examples
- World of WarCraft Example
- Elements
- Setting the Environment with Story
- The Questing concept of Games
- Questing as it relates to the quest for knowledge
- Personalization and Ownership
- Creating Community
http//www.worldofwarcraft.com
13MMOG Populations
http//www.mmogchart.com
14break
15Entertainment Industry
- Is driving technology development
- In 2005, video game industry sales topped 7
billion in the U.S. - In 2004, more than 248 million computer and video
games were sold, or almost two games for every
household in America. - Average Age is currently 33 years old
- This impacts
- Tools
- Available Talent from Industry and Schools
- Cost
- Technology
http//theesa.com
16Consumer Technology Lag
Introduction Widescale Adoption
- 1999 ? 2003-2004
- 3D Graphics Acceleration
- 50,000/- polygons
- 2002 ? 2006-2007
- Pixel and Vertex Shaders
- 500,000/- polygon
- 2004 ? 2008-2009?
- Normal Maps
- 1million polygons
173D Platforms
- Personal Computer
- Mac, Windows, Linux, etc
- Current Platform for Education
- Console Games
- Now have keyboards, Internet, etc
- Closed Systems - Limits Access
- Handheld
- PSP
- Gameboy
- Closed Systems - Limits Access
- Cellphone
- 2006 phones are starting to support 3D graphics
18Old Barriers Gone, New Barriers Emerge
- Old Barriers
- Graphics Card
- Internet Access
- Computer Performance
- New Barriers
- Content
- Capture, Storage, Presentation
- Investment
- Few Standards and changing standards
- Content Creation Expensive
- Content Interoperability and Migration Issues
19Educational Examples
- UNT 3D OLE Lab and CRG
- UNT research
- Mars Environment
- 7-8 STEM Curriculum Guide - Univ of MT and NASA
- Educational Prototypes
- English, Special Education, Counseling
- ActiveWorlds
- Active Worlds Educational Universe
- Quest Atlantis (Univ. Indiana)
- http//atlantis.crlt.indiana.edu/
- RiverCity - Harvard/NSF - Chris Dede
- http//www.gse.harvard.edu/dedech/muvees/
- Second Life
- http//secondlife.com/
20English Writing Prototype
- Extend an existing online web-based course
- Peer Writing Exercises
- Textboard
- Mavis and Guru
- Famous Writers (science currently)
21My Current Research
- Based on Adoption Levels
- 1st Gen Education - extending web
- How can it improve Web based courses ?
- Outcomes, Attitudes, Satisfaction
- 2nd Gen Education - situated learning
- Impact of higher fidelity and feedback
- Transference
- 3rd Gen Education - learning worlds
- Scope of 3D environments
22Extending Web Delivery with 3D OLE
- Face-to-face and Web with 3D Environments are
similar - Spring 2004, Pre/Post Factor Analysis using the
IITTL Instruments - 12 sections of CECS 4100 (treatment 3 sections)
- Improved Discourse
- When the 3D environment is used to extend
web-based courses, the discourse is improved - Presence
- Students feel that 3D environment provides more
presence than Web based communications to teacher
and other students. - Feedback mechanisms appear to be key for both
student and instructor satisfaction
23Impact on E-mail based Discourse
- A comparison of similar courses between 2002 and
2006 taught as web, blended, and online.
24A Few Lessons Learned During Course Deployment
- First time students take up to three sessions to
complete exploration and playing with the system
and are able to focus on the learning and
discussion that is the basis of the current
approach. - Summer Courses (5wk) are too short to use with
inexperienced students. - No benefit is seen when the system is not used
frequently enough (3 or less). - The system can be used to provide the intro
session successfully. - Younger students get it quicker than older
students. This is not related to prior gaming
experience.
25Possibilities in the Classroom
- Multi-Student
- Single-Student
26Building or Moding
- The use of existing software to change into
something else - Never Winter Nights is a popular engine
- Revolution, MIT
- http//www.educationarcade.org
- Garage Games
- Torque Engine
- Xith
- Crystal Space
- jMonkey
27Interaction and Collaboration 3D
- Capture, Creation, and other means of creating
Environments and Interaction will get cheaper and
easier - Current Web-browser design is not the solution
- Game Engines provide a partial solution, but they
dont scale well.
28Scanning
http//www.3rdtech.com
293rd Tech
303rd Tech
31So -- where do we find ourselves?
- For wide scale deployment and adoption means
using 1999-2002 technology - Thus
- Low-Res environments (
- Limited texture buffer
- Limited data transfer between CPU and GPU
- However, this does not meet current needs
- Scans are creating millions of polys minimum
- Kids and young adults are expecting current
graphic expectations
32The Potentials (Serious Games)
- I believe the real power of 3D online interfaces
is in the creation of virtual spaces for
interaction and collaboration. - Training and Online Sync / Async Courses
- Situated Learning, Complex Systems, Community
- Museums
- Allows anyone to visit the museum
- Libraries
- Visual interface potential, Community
- Law Enforcement
- Simulate and Integrate Data
- Tourism
- Simulate
33The Future
- By 2006-2007 we should begin to see most users
with pixel and vertex shaders - More tools and open source scene renderers
- By 2008-2009 we should begin to see user with
normal map capability - Content creation will continue to get cheaper and
simpler to use - Interest in serious games will continue to grow
and fund pilot-projects to show potential - Additional research to support what works and
what doesnt
34Contact Information
- Dr. Greg Jones
- Dept. of Technology and Cognition
- University of North Texas
- gjones _at_ unt.edu
- http// courseweb.unt.edu
- Created Realities Group
- http// created-realities.com