The Time Factor: Leveraging Intelligent Agents and Directed Narratives in Online Learning Environments

Recently, there has been much excitement in the field of education about the emerging use of games, simulations, and other three-dimensional online learning environments as alternatives to traditional classroom experiences (Barab et al., "Embodiment, " 2007; Dede, Ketelhut, and Ruess 2006)...

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Main Authors: Greg Jones, Scott Warren
Other Authors: The Pennsylvania State University CiteSeerX Archives
Format: Text
Language:English
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Online Access:http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.186.3491
http://innovateonline.info/pdf/vol5_issue2/The_Time_Factor-__Leveraging_Intelligent_Agents_and_Directed_Narratives_in_Online_Learning_Environments.pdf
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spelling ftciteseerx:oai:CiteSeerX.psu:10.1.1.186.3491 2023-05-15T18:30:51+02:00 The Time Factor: Leveraging Intelligent Agents and Directed Narratives in Online Learning Environments Greg Jones Scott Warren The Pennsylvania State University CiteSeerX Archives application/pdf http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.186.3491 http://innovateonline.info/pdf/vol5_issue2/The_Time_Factor-__Leveraging_Intelligent_Agents_and_Directed_Narratives_in_Online_Learning_Environments.pdf en eng http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.186.3491 http://innovateonline.info/pdf/vol5_issue2/The_Time_Factor-__Leveraging_Intelligent_Agents_and_Directed_Narratives_in_Online_Learning_Environments.pdf Metadata may be used without restrictions as long as the oai identifier remains attached to it. http://innovateonline.info/pdf/vol5_issue2/The_Time_Factor-__Leveraging_Intelligent_Agents_and_Directed_Narratives_in_Online_Learning_Environments.pdf text ftciteseerx 2016-01-07T16:40:40Z Recently, there has been much excitement in the field of education about the emerging use of games, simulations, and other three-dimensional online learning environments as alternatives to traditional classroom experiences (Barab et al., "Embodiment, " 2007; Dede, Ketelhut, and Ruess 2006). Research is beginning to show that the use of this technology in educational settings may affect learning positively (Squire et al. 2005; Cox 2006). Online learning environments facilitate meaning making by providing a sense of presence and immediacy through enhanced communication tools and learning objects that help learners construct knowledge (Jones and Bronack 2006; Tuzun 2004). These environments expand current Web- and text-based methods for instructional delivery, facilitating student interactions, increasing student engagement, and enabling deeper learning (Jones, Warren, and Robertson, forthcoming). While this research is encouraging, the amount of time required for work in these environments to produce improvements in student achievement remains a major hurdle. Students learning in an immersive multiuser environment often require more time to achieve increases in formal learning outcomes than is needed with more traditional, face-to-face learning approaches. For example, research on the Taiga virtual world, a three-dimensional multiuser virtual environment (MUVE) developed as part of the Quest Atlantis project, showed that it took 30 hours or more of interaction with the learning environment plus several additional Text taiga Unknown
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description Recently, there has been much excitement in the field of education about the emerging use of games, simulations, and other three-dimensional online learning environments as alternatives to traditional classroom experiences (Barab et al., "Embodiment, " 2007; Dede, Ketelhut, and Ruess 2006). Research is beginning to show that the use of this technology in educational settings may affect learning positively (Squire et al. 2005; Cox 2006). Online learning environments facilitate meaning making by providing a sense of presence and immediacy through enhanced communication tools and learning objects that help learners construct knowledge (Jones and Bronack 2006; Tuzun 2004). These environments expand current Web- and text-based methods for instructional delivery, facilitating student interactions, increasing student engagement, and enabling deeper learning (Jones, Warren, and Robertson, forthcoming). While this research is encouraging, the amount of time required for work in these environments to produce improvements in student achievement remains a major hurdle. Students learning in an immersive multiuser environment often require more time to achieve increases in formal learning outcomes than is needed with more traditional, face-to-face learning approaches. For example, research on the Taiga virtual world, a three-dimensional multiuser virtual environment (MUVE) developed as part of the Quest Atlantis project, showed that it took 30 hours or more of interaction with the learning environment plus several additional
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author Greg Jones
Scott Warren
spellingShingle Greg Jones
Scott Warren
The Time Factor: Leveraging Intelligent Agents and Directed Narratives in Online Learning Environments
author_facet Greg Jones
Scott Warren
author_sort Greg Jones
title The Time Factor: Leveraging Intelligent Agents and Directed Narratives in Online Learning Environments
title_short The Time Factor: Leveraging Intelligent Agents and Directed Narratives in Online Learning Environments
title_full The Time Factor: Leveraging Intelligent Agents and Directed Narratives in Online Learning Environments
title_fullStr The Time Factor: Leveraging Intelligent Agents and Directed Narratives in Online Learning Environments
title_full_unstemmed The Time Factor: Leveraging Intelligent Agents and Directed Narratives in Online Learning Environments
title_sort time factor: leveraging intelligent agents and directed narratives in online learning environments
url http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.186.3491
http://innovateonline.info/pdf/vol5_issue2/The_Time_Factor-__Leveraging_Intelligent_Agents_and_Directed_Narratives_in_Online_Learning_Environments.pdf
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