Instrumenting 3D virtual worlds for computer science education to support teaching and learning.

Type of content
Theses / Dissertations
Publisher's DOI/URI
Thesis discipline
Computer Science
Degree name
Doctor of Philosophy
Publisher
University of Canterbury
Journal Title
Journal ISSN
Volume Title
Language
English
Date
2018
Authors
Thompson, David
Abstract

This thesis presents methods for adding data capture instrumentation to 3D virtual learning environments, determining the extent to which the data that is captured from them can be used to support the teaching and learning of computer science concepts.

Initial experiments identified four major vectors (external video/device event capture, in-client, in-server, and in-world instrumentation) for capturing information from within a virtual world’s client-server system. This work formed the basis for a case study: implementing a Computer Science Unplugged learning activity using OpenSim, an open-source variant of Linden Lab’s Second Life virtual world, in a mixed methods study alongside a 2D computer interactive and a physical map-and-counters version.

In order to determine how well the data capture techniques used could be transferred to another 3D virtual environment, and to address the challenge of providing a 3D virtual learning environment as a teaching resource rather than primarily as an experimental user study, a second case study was conducted using MinecraftEdu, a modification of the game Minecraft for educational use.

Some insights into learner behaviours within virtual environments have been characterised from the data, complementing more traditional forms of assessment. Some practical recommendations for data capture policies, management and the future development of tools are made, and recommendations about assessing the use and usefulness of 3D virtual environments in schools.

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Ngā upoko tukutuku/Māori subject headings
ANZSRC fields of research
Rights
All Right Reserved