Mixed-reality Adaptive 3D Multi-user Online Communities of
Practice in Academic Education
Tackling Students Motivation and Teachers’ Self-efficacy
Livia Ștefan
Faculty of Automatic Control and Computers, University Politehnica Bucharest,
Splaiul Independentei nr. 313, Bucharest, Romania
1 RESEARCH PROBLEM
1.1 Introduction
Learning in 3D multi-user online virtual
environments (3DMUVEs) is not a new paradigm,
but one that continues to be approached in the
context of new learning paradigms (social learning,
game-based learning, gamification of learning,
flipped classroom), IC&T technologies (mashup of
services, webGL/X3DOM, Restful services, big data
analysis) and devices (mobile devices, VR devices).
Several research works have proved the
efficiency of learning in such environments for
understanding abstract concepts, training for
difficult or dangerous systems, for collaborative
learning and interactive training. Typical
implementations that illustrate MUVEs are based on
the general-purpose platforms such as Second Life
(SL), OpenSimulator (OS) (OpenSimulator, 2015),
free and open-source variant of SL, ActiveWorlds
(AW), OpenWonderland, Cloud Party. SL and OS
use dedicated client viewers (such as Second Life,
Firestorm, Singularity).
An important step forward was the integration of
Second Life with the traditional online Learning
Management Systems (LMS), by means of
proprietary mashup solutions such as SLOODLE
(Simulation Linked Object Oriented Dynamic
Learning Environment) or integration of Unity3D
based applications with SCORM (Shareable Content
Object Reference Model) - compliant LMS by
means of the SCORM API.
Recent research addresses a new generation of
online 3D virtual worlds, i.e. accessed in web
browsers, which are based on Unity3D (Jibe) or
OpenSimulator (realExtend). These environments
are under development and even they are open-
source the implementation of a 3D simulator
requires technical skills and administration fees.
Despite of the existing research work (de Freitas,
2008; Aldrich, 2009; Savin-Baden, 2010) and
commercial implementations (Design Digitally,
2015) on educational MUVEs we argue that these
environments are not fully exploited on a large scale
in educational settings for supporting a full range of
university activities and inter-university
communication.
The usage of 3D virtual worlds as virtual
universities (Moldoveanu et al., 2014) as a form of
distant-learning, rises questions regarding the
educational and learning benefits beyond using a
mix of advanced technologies for providing
previews of the academic environment or video-
conferences facilities. Several problems must be
addressed, e.g. modelling and render of large
buildings, space orientation, provisioning of real-
time information and live course organizations.
The University Politehnica of Bucharest (UPB)
comprises a number of 15 faculties with Bachelor
and Master of Science programms in Engineering
Sciences. UPB also cooperates in Erasmus programs
or with non-EU universities, and develops
international research projects (UPB, 2015).
In 2010 the Department of Computer Graphics
and Virtual Reality from the Faculty of Computers
started a project named “3DUPB” (3DUPB, 2014)
with the objective to implement a virtual clone of the
UPB as a Massive Multiplayers Online (MMO)
space and integrated services, using the OS platform.
Several research work addressed technical
challenges for implementing the platform
(Moldoveanu et al., 2014).
1.2 The Research Problem
In the present research the general purpose 3D
MUVEs are re-discussed in the context of mixing a
virtual online 3D campus with real time activities
within communities of practice and with the
following research questions: a) what kind of
16
Stefan L..
Mixed-reality Adaptive 3D Multi-user Online Communities of Practice in Academic Education - Tackling Students Motivation and Teachers’ Self-efficacy.
Copyright
c
2015 SCITEPRESS (Science and Technology Publications, Lda.)
instructional design is suitable and how this can be
implemented in a 3D online environment and also
connected with the traditional LMS; b) how students
can be motivated and engaged during learning in a
3D MUVE; c) how teachers can use 3D MUVE for
teaching in a more creative and challenging way,
overcoming the first use reluctance; d) how to
evaluate the learning benefit and the efficacy in a 3D
online campus environment with modern analytical
tools.
Open Simulator platform will be considered due
to its openness and free of charge characteristics.
Apart from making use of game-based learning,
in our research we study and implement
Gamification (Deterding et al., 2011) and Learning
Analytics (Horizon Report, 2014) concepts for
supporting a more creative and adaptive
instructional design, stimulate instrinsic and
extrinsic motivation of both students and teachers,
measure performance and usage indicators.
Elements from the Role Playing Games (RPG) can
also be used to design the usage of the environment.
One research hypothesis is that the gamification
will improve engagement and motivation (intrinsic
and extrinsic) by stimulating course attendance; on-
time accomplishment of assignments and projects;
overall performance of the students, seen also as a
measure of teachers’ self-efficacy.
Another research hypothesis is that the
gamification along with Leaning Analytics
instruments will provide indicators and insights on
students’ learning preferences and outcome, and also
on the usage of the 3D environment.
The “3DUPB” virtual clone of the UPB is being
used as a test bed for conducting experimentations
and case studies.
2 OUTLINE OF OBJECTIVES
Our research is being conducted with the following
guiding objectives:
to define the research hypothesis;
to understand expectations and define
requirements of a 3D online learning
environment (LE) for academic education,
designed to support different communities of
practice consisting of collaborative learning
activities (LACT) e.g. courses, laboratories,
showcase and assessment of projects;
to perform a 3D graphic design and modelling of
several educational spaces and learning objects
(LOBJ), with possible adaptations for rendering
on devices with limited resources (smartphones,
tablet PCs);
to integrate and experiment different
technologies to develop a mixed-reality
collaborative learning experience;
to implement the fundamental behaviour of
the LE and LOBJ: space orientation and
navigation, learning activities, content, owner
and rights, events, groups and friends;
to implement an intelligent behaviour of the LE,
i.e. a gamification of the LACT and LOBJ, with
the objective to stimulate motivation and
enhance in-world engagement, both of students
and teachers;
to perform abstraction of several functionalities
of the LE, e.g. authentication, management of the
learning content, actvities and events,
customization and extensibility of the
environment (prototyping from a functional point
of view);
to trace activities, events, and the usage of the
environment with the objective to communicate
with the university’s Moodle LMS and further
implement an adaptive behaviour and deliver of
the educational content (Horizon Report, 2015);
to define several indicators/metrics (e.g. course
participation rate, average time spend in the LE)
and the corresponding evaluation methods;
to test the LE in an offline mode (with
synthetically generated users) in at least 2
development stages;
to experiment and conduct case studies in online
mode (with a group of students and teachers
from the Faculty of Computers and also with
visitors from a faculty with non-technical profile)
in at least 2 development stages;
to collect data in an external database (possibly
in the cloud), to implement different
visualizations to display the indicators inside the
LE;
to evaluate learning achievements/outcome by
comparison with average performance of a group
of students before using the LE;
to interpret and discuss the findings, in
correspondence with the initial research
questions;
to make a survey-based evaluation of the
engagement experience and usability of the LE
for two categories of users (teachers and
students);
to define recommendations, methodology or/and
good practices regarding the implementation of
3D online learning environments using mixed-
reality (MR), gamification and adaptive content
Mixed-realityAdaptive3DMulti-userOnlineCommunitiesofPracticeinAcademicEducation-TacklingStudents
MotivationandTeachers'Self-efficacy
17
and behaviour;
to summarize the research conclusions (results,
limitations, perspectives).
to publish partial and final research results.
The main domain of application will be for
computer graphic courses but by means of a
generalization will also support other kinds of
courses.
Other adjacent objectives:
demonstration of the environment with the help
of a machinima;
creation of a Google+ blog to collect from
students and teachers suggestions or problems
encountered while experimenting the LE.
3 STATE OF THE ART
3.1 The Background Research
To have a multi-disciplinary approach of the thesis’s
tasks the following research was performed:
studies regarding modern approaches for
teaching and learning, i.e. experiential,
constructive or blended-learning, flipped-
classroom, mobile-learning; personal learning
environments, game-based-learning;
studies regarding traditional online learning
environments (LMS/CMS);
studies regarding the existing 3D MUVEs,
comparisons of Second Life and OpenSimulator
(OS), state-of-the art educational
implementations;
Mixed Reality (Augmented Virtuality/
Augmented Reality) (Azuma, 2001; Milgram and
Kishino, 1994) technologies in educational
applications;
experimental developments of mobile AR and
VR simulations in OpenSimulator (Ştefan and
Moldoveanu, 2013; Gheorghiu and Ştefan, 2014;
Ştefan and Gheorghiu, 2014), evaluation of
educational impact of these technologies.
Several advantages but also drawbacks of OS where
identified.
3.2 Mixed-reality and Gamified
Communities of Practice
In order to create communities of practice (Wenger,
1998) in a larger 3D educational environment we
leveraged the extensibility as one of the most
important features of the “3DUPB” virtual campus,
i.e. dynamic integration of other virtual spaces and
new functionalities.
For our research an experimental LE with three
regions with distinct functionalities were designed
for further integration as subspaces in the “3DUPB”
virtual campus: i) a virtual laboratory (VLAB)
which models a Computer Graphics laboratory; ii) a
pure virtual meeting space (MSP) for private
meetings, showcase projects, peer review and
teacher evaluation, a catalog for students’ marks; iii)
a pure virtual space, named “privileged space”
(PRS), for inter-university communication. Also an
open space is designed as a lounge/meeting space
for socialization.
The graphical design also includes spatial
orientation indicators, visual clues for the LOBJs,
HUDs (heads-up displays), a teleport hub. Different
HUDs were designed for specific functionalities, as
scripts can be attached to them: in-world guidance
tool, announcement panels, attendance counter,
leader boards, an analytical dashboard.
The educational content is created and loaded by
the in-world participants using special LOBJs, i.e.
teachers can load Power Points (image by image),
students can load presentations of their course work
and can customize certain objects of the LE.
In order to be monitored, the activities and
events in the LE are defined as functional
components and managed from a specialized
interface.
Peer review and teacher evaluation is a difficult
task to be performed in-world. A solution is
provided to write on a dedicated LOBJ.
3.2.1 Bots and Avatars
Avatars (humanoid agents controlled by users) will
be created for teachers, students, visitors and the
master administrator. Bots (intelligent agents
controlled by the system) for master teacher (the one
conducting the classroom) and a virtual guide will
be used. In OS the bots can have different
utilizations, e.g. group invitations (which is not
possible in SL), non-player character (NPC) in a
role-playing simulation. The NPCs will be scripted
with AI logic to perform specific tasks. An
authentication mechanism will associate also a role
to each user logged in the LE.
All the avatars will be augmented with labels
containing extended identification information. The
appearance of avatar will be customized by each
user with preference regarding the hair, clothes a.o.
The most skilful students can add different
attachments or make use of the AO (animation
CSEDU2015-DoctoralConsortium
18
override) HUD of the client viewer, to change their
poses and better express their in-world personality.
3.2.2 The Mixed-reality
The VLAB, MSP and PRS will contain LOBJ that
manage media information. The in-world video
streaming and communication tools (e.g. voice calls)
will provide a mixed-reality (MR) experience and
video-conference facility. The MR paradigm applied
in-world supports delivering of collaborative real-
time (synchronized) courses but also on demand
recorded lessons.
VLAB and MSP will contain gamification
components for teachers and students, while PRS is
accessed only by students with recognised
participation and learning effort.
Real-time video streaming was experimented
with free solutions, such as VLC (VideoLan media
player) or Google Hangouts, to broadcast the video
signal to a group of clients connected
simultaneously. The VLC streaming server and
player was preferred against others (manycam,
ustream, Justin.tv) because the solution can be
generalized for mobile devices. Students are
encouraged to participate according with the Bring
Your Own Device (BYOD) concept.
For an enterprise-wide solution (several
universities campus with hundreds of participants)
the Microsoft Lync server and client (Lync, 2015)
was studied and proposed.
The MR is also ensured by connecting the
educational simulator with the faculty LMS.
3.2.3 The Learning Gamification Rules
The gamification will be associated to learning
activities (e.g. course attendance), learning objects
(e.g. a video library) and to a more complex process
or behaviour (teleport to a privileged region) and
will target both intrinsic and extrinsic motivation.
The gamification objects are publicly visible by
all in-world attendants.
The rewards are offered in reward points, prizes
and exposure on a leader board. For special cases
can be offered virtual money for acquiring in-world
books or other educational materials. The reward
points are given proportionally as follows: course
attendance – 4 points; correct answers to the quizzes
– 2 points; partial assignments and projects – 4
points.
The scores are calculated by a gamification
engine (GE) and will be stored in an external
database along with the user’s identification number
and further employed to establish and display the
achievements. The gamification engine will make
use of OS region modules by means of which the
simulator’s functionality can be extended.
Certain parameters of the GE can be further
modified.
Students with certain performance levels can
demand recorded lessons or other benefits (learning
materials, participation in workshops). These are
intended to stimulate the extrinsic motivation.
The most performant students will be rewarded
with the possibility to be teleported into the PRS,
and meet instructors/teachers and students from
other universities, thus stimulating the intrinsic
motivation. The design of the PRS may include a
graphical environment enriched with some particle
effects several TV sets for communication with the
outside world (i.e. other educational grids).
We also found useful to create a motivational
system for teachers to help them overcome the initial
reluctance in managing learning in a 3D virtual
environment and also to provide them with useful
information regarding students’ activities and
participation (see paragraph 3.2.4). The most
performant students’ name will be displayed along
with teacher’s name.
The gamification components must be carefully
designed to be motivating and engaging but not too
distracting.
3.2.4 Learning Analytics
Besides the quantitative analysis provided by the in-
world gamification, Learning Analytics (LA)
instruments will be implemented for qualitative
insights and significant facts regarding several
aspects of the LE and students’ performance, such
as: a) course attendance; b) average time spent
within the LE; c) knowledge transfer. Different 2D
and 3D (immersive) visual representations will be
experimented.
Table 1: Gamification versus Learning Analytics.
Gamification Learning Analytics
Qualitative
measurement
of
performance
and
participation
effort
Scores Users’ trace
Levels Qualitative Insights
Achievements
Decision make
dashboards
Adaptive LE behaviour (e.g.
teleport permissions)
Adaptive content
recommandations or
adaptive gamification
(Monterrat et al., 2014)
Mixed-realityAdaptive3DMulti-userOnlineCommunitiesofPracticeinAcademicEducation-TacklingStudents
MotivationandTeachers'Self-efficacy
19
Inside the MSP teachers can also access a private
display with detailed information regarding a
student’s academic status. The master teacher can
access a dashboard with course attendance statistics.
An in-world heat map visualization can be
created to highlight the usage of different regions of
the LE, visible by researchers and the LE
administrator.
Machine learning algorithms will be employed to
implement the adaptive content recommendations
functionality.
4 METHODOLOGY
The adopted methodology will be the traditional
research methodology of generating a working
hypothesis and evaluate it after development and
experimentation, but customized for the specific e-
learning domain (Holotescu and Knight, 2002). The
Design Based Research (DBR) methodology is
mentioned in several papers (Barab and Squire,
2004; Joseph, 2004) as adequate for implementing
design-based e-learning systems.
DBR, as conceived by Ann Brown (1992), was
introduced with the expectation that researchers
would systemically adjust various aspects of the
designed context so that each adjustment served as a
type of experimentation that allowed the researchers
to test and generate theory in naturalistic contexts”
(Barab and Squire, 2004). In practice, DBR borrows
principles from Agile/SCRUM project management
methodology consisting in incremental cycles of
development and user validation. In our case the
validation made by teachers and users is of crucial
importance in order to avoid the rejection or
abandon of the system.
In our research we will design, implement, and
adjust functionalities in iterations comprising offline
testing and real life case studies which will take into
consideration undergraduate students from two
universities and different academic years.
4.1 Research Surveys
During the research period several surveys will be
conducted with the following objectives:
Pre-experiment evaluation of students’ and
teachers’ expectations for a designed 3D online
LE;
Post-experiment evaluations of the 3D online
LE;
Post-experiment evaluation of the engagement
experience and usability of the 3D online LE.
Students and teachers will be informed of the
research objectives and stage by means of surveys
and the G+ blog. It is expected that they will became
more interested to use the LE if will be informed
that some of the data collected in-world about their
activity will be directly connected to their academic
status.
4.2 Bloom’s Cognitive Taxonomy
The instructional design of the LACT and LOBJ will
leverage the original Benjamin Bloom’s cognitive
taxonomy (Bloom, 1956) as these are more general
that those updated later by different researchers. The
correspondence with the instructional design based
on learning affordances specific to a 3D LE is
illustrated in Table 1.
Table 2: Bloom’s taxonomy in the 3D LE.
Bloom’s cognitive levels
Correspondence with the
instructional design in a 3D
LE
Knowledge
Courses and educational
materials
Comprehension Discussions, short quizzes
Application Course work
Analysis Design-based Projects
Synthesis Implementation Projects
Evaluation Final projects
An important cognitive dimension will be
provided by the 3D LE under the form of “tacit
knowledge” (Polanyi, 1958) by means of
experiential, collaborative and social learning. This
kind of knowledge will be evaluated with LA
instruments.
4.3 Design and Implementation
Methodology
The 3D design is being done with objects prototyped
in UML (Figure 1) and Google SketchUp and
modelled using specialized DCC programs
(Autodesk 3dsMax or Blender); terrain terraforming
and heightmaps; objects imported from repositories
under Creative Common Licence (Google 3D
warehouse, Opensim Kitely market); content created
with in-world building tools; user-created content
(students and teachers).
CSEDU2015-DoctoralConsortium
20
Figure 1: The experimental gamified infrastructure and the
legend of the colours: with gray, elements of the real
classroom; with pink, pure virtual representations; with
orange, the gamified areas.
COLLADA DAE format is used for the imported
3D objects (Figure 2).
Figure 2: The virtual laboratory simulator.
The entire LE or selected objects can be exported
as archives for backup and re-use.
4.4 Technologies
The following technologies are being used to create
functionalities inside the OS simulated LE: scripting
language for SL and OS (LSL, OSSL) for server and
client, modern software architectures and paradigms
(RESTful services, NoSQL programming),
statistical algorithms, Machine Learning.
The service-based approach is being used to
bridge the simulator with other systems and services,
in a bidirectional way.
5 EXPECTED OUTCOME
The expected research outcome is summarized in
Table 3:
Table 3: The expected research outcome.
Results
Original design and implementation of an experimental
3D online learning environment comprising
Mixed-Reality and Adaptive Communities of Practice
based on the OpenSimulator platform
Original gamification engine and 3D components for a
3D online LE, for quantitative students’ and teachers
performance, and adaptive behaviour of the LE.
Relevant data from experiments and case studies
Visual Learning Analytics instruments to highlight
qualitative indicators regarding environment’s usage
preferences and predictive functionalities
Relevant research surveys
Findings regarding the engagement and motivation in
relation with the gamified LE
Findings regarding the learning outcome in relation
with the usage of the LE
Findings regarding the usability and acceptance of the
LE by teachers and students
Recommendations, methodology or/and good practices
regarding 3D online adaptive LE
Publications in peer-reviewed conferences and journals
The PhD. Thesis and Final Defence
6 STAGE OF THE RESEARCH
At the time of the present Doctoral Consortium
paper submittance the LA instruments are to be
implemented and the case studies with students and
teachers to be defined and conducted. The Final
Defence is scheduled for September 2015.
ACKNOWLEDGEMENTS
This work was supported by the strategic grants in
The Main Domain of Intervention 1.5 "Doctoral and
postdoctoral programs", co-financed by European
Social Fund through The Sectorial Operational
Program for Human Resources Development,
coordinated by University POLITEHNICA of
Bucharest.
The author thank MA student Marius Hodea for
its help in 3D modelling of the buildings.
REFERENCES
Aldrich, C., 2009. Learning online with games,
simulations and virtual worlds. Strategies for online
instruction, Jossey-Bass. San Francisco.
Mixed-realityAdaptive3DMulti-userOnlineCommunitiesofPracticeinAcademicEducation-TacklingStudents
MotivationandTeachers'Self-efficacy
21
Annetta, L. A., Folta, E., Klesath, M., 2010. Use of Virtual
Learning Environments in Distance Education. In V-
Learning - Distance Education in the 21st Century
Through 3D Virtual Learning Environments, pp. 35-
56. Springer Netherlands.
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S.,
MacIntyre, B., 2001. Recent advances in augmented
reality. In IEEE Comput. Graph. Appl. 21(6), pp. 34–
47
Barab, S., Squire, K., 2004. Design-based research:
putting a stake in the ground. In Journal of the
Learning Sciences, 13(1), 1-14. Retrieved April 2015
http://learnlab.org/research/wiki/images/a/ab/2004_Barab_
Squire.pdf.
Bloom, B.S. (Ed.). Engelhart, M.D., Furst, E.J., Hill,
W.H., Krathwohl, D.R., 1956. Taxonomy of
Educational Objectives, Handbook I: The Cognitive
Domain. New York: David McKay Co Inc.
de Freitas, S., 2008. Serious virtual worlds: A scoping
study. Coventry, England: Serious Games Institute.
Deterding, S., Sicart, M., Nacke, L., O’Hara, K., Dixon,
D., 2011. Gamification: Using Game Design Elements
in Non-Gaming Contexts. In CHI EA ‘11 the 2011
Annual Conference Extended Abstracts on Human
Factors in Computing Systems, pp. 2425–2428. New
York: ACM.
Gheorghiu, D., Ştefan, L., 2014. 3D Online Virtual
Museum as e-learning tool. In The 6th International
Conference on Computer Supported Education
CSEDU 2014. Barcelone, Spain.
Horizon Report, 2015 Higher Education Edition.
Retrieved March 2015 from http://www.nmc.org/nmc-
horizon/.
Horizon Report, 2014 Higher Education Edition.
Retrieved March 2015 from http://www.nmc.org/nmc-
horizon./
Joseph, D., 2004. The practice of design-based research:
Uncovering the interplay between design, research,
and the real-world context. In Educational
Psychologist, pp. 39 (4).
Holotescu, C., Knight, J., 2002. Methodologies in e-
Learning - eWorkshop Notes. In eLearning eJournal.
Milgram, P., Kishino, F., 1994. A Taxonomy of Mixed
Reality Visual Displays. In IEICE Transactions on
Information Systems, pp. 1321–1329.
Moldoveanu, A., Gradinaru, A., Ferche, O. M., Stefan, L.,
2014. The 3D UPB Mixed Reality Campus Challenges
of mixing the real and the virtual. In CSTCC
Proceedings of the 18th International Conference on
System Theory, Control and Computing. Sinaia,
Romania.
Monterrat, B., Lavoué, E., George, S. 2014. Motivation
for Learning: Adaptive Gamification for Web-based
Learning Environments. In Proceedings of 6th
International Conference on Computer Supported
Education.
Polanyi, M., 1958. Personal Knowledge: Towards a Post-
Critical Philosophy. University of Chicago Press.
ISBN 0-226-67288-3
Savin-Baden, M., 2010. Second Life in Higher Education,
Open University Press.
Ştefan, L., Moldoveanu, F., Moldoveanu, A., 2014.
Blended Learning in a Mixed Reality-based 3D Multi-
User Virtual Environment. In
eLSE - The 10th
International Scientific Conference eLearning and
software for Education. Bucharest, Romania.
Ştefan, L., Gheorghiu, D., 2014. 3D cyber-communities
of learning. An immersive educational strategy for
rural areas. In International Conference Smart 2014
Social Media in Academia: Research and Teaching.
Timisoara, Romania.
Ştefan, L., Moldoveanu, F., 2013. Game-based learning
with Augmented Reality – from technology’s
affordances to game design and educational scenarios.
In eLSE The 9th International Scientific Conference
eLearning and software for Education. Bucharest,
Romania.
Wenger, E., 1998. Communities of Practice: Learning,
Meaning, and Identity. Cambridge University Press.
ISBN 978-0-521-66363-2.
Design Digitally website, 2015. http://www.
designingdigitally.com
Microsoft Lync server, 2015. https://products.office.com/
en-us/lync/lync-2013-video-conferencing-meeting-
software.
OpenSimulator website, 2015. http://opensimulator.org
UPB website, 2015. http://www.pub.ro.
3DUPB project website, 2015. http://3d.pub.ro/
CSEDU2015-DoctoralConsortium
22