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    Proceedings of Regional Conference on Knowledge Integration in ICT 2010 316

    VIRTUAL ENVIRONMENT AS AIDS IN PERSUADING

    USERS IN LEARNING PROCESS

    Mohd Fitri Yusoff, Abdul Nasir Zulkifli and Nur Fadziana Faisal Mohamed

    College of Arts and Sciences,Universiti Utara Malaysia, 06010 UUM Sintok, Kedah,Malaysia.

    [email protected], [email protected], [email protected]

    Abstract

    With the advent of computing technologies, a plethora of computer applications were

    developed to solve simple to complex human and organization problems. Computer

    applications cover variety of fields and have been known to be powerful tools in changingpersons attitudes, behaviours, feelings and actions. This paper investigates the use of virtual

    environment technology as aids in persuading users in learning process. It explains the

    concept of persuasive and virtual environment technologies and the integration of both

    technologies in persuading learners to learn. It elaborates on the design of persuasion and

    explains the benefits of integrating persuasive and virtual environment technologies in thelearning process. Finally, it gives an overview of a proposed approach in utilizing virtualenvironment as aids in persuasive design for learning.

    Keywords: Virtual environments, Persuasive technology, Learning process

    1. IntroductionComputer technology has a significant influence on the future of learning. The potential use

    of this technology in learning include solving skills, scientific inquiry, understanding of

    abstract mathematical concepts, communication skills, and workplace competencies (Ying-

    Chen, 2000). Computer based learning (CBL) is a learning concepts that will help us to make

    the present teaching learning process joyful, interesting and easy to understand throughmultimedia elements aids. In CBL, various media such as text, images, animation, audio,

    video, simulations, artificial intelligence and virtual environments are combined accordingly

    into various forms or packages to serve various training requirements. Currently, most of theavailable CBL are a combination of text, static graphics, audio, 2D animation and video.

    Furthermore, the use of computer assisted learning as a tool in learning method simplifies thelearners in learning without immediate or direct supervisionfrom the tutor.

    Various studies have shown that many learning process are based on the passive

    concepts (Neo et al., 2007). Even though there are many forms of supplementary learning

    materials available in the market, none of them promotes active learning for their users.

    Furthermore, the current supplementary courses lack portable learning media that can be

    accessed anytime and anywhere. Moreover, the combination of virtual environment in thelearning process can attract and also persuade learners and provide more understanding about

    the discussed topic.

    Although virtual environments have been recognized as an impressive learning tool, the

    need for expensive head-mounted displays, gloves, and high-end computer systems have

    somehow restricted its uses. However, today virtual environments systems can run by

    affordable personal computers. Human interaction with the generated virtual worlds can be

    performed using conventional input devices, such as the mouse and keyboard without

    introducing any additional peripherals.

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    2. Virtual EnvironmentsVirtual environments (VEs) or also known as Virtual Reality (VR) are a relatively new type

    of humancomputer interface in which users perceive and act in a three-dimensional world.

    Laws (1996) defined VE as any real time interactive three dimensional systems, a virtual

    space which can be visited but not necessarily resembling the real world. MeanwhileGasparyan (2007) described VR as a technology that allows computer-simulated interaction

    between users and computer. There are many definitions of VE which broaden over the time.

    However, the point is VE gives illusion of reality environment created by a computer system

    to the users.

    VE can be classified into three distinct groups: Non-Immersive, Semi-Immersive andFully-Immersive VEs (Kalawsky, 1993).

    Fully-immersive, is mainly based on the immersive VE technology, providing afeeling of presence in the virtual world.

    Semi-immersive, is one in which the user is partially immersed in a VE. Non-immersive, is an environment that presents images on a normal monitor and

    allows the user to interact with the computer generated images.

    2.1Virtual Environment as a Learning EnvironmentVE is the interactive three-dimensional computer generated environment. VE offers unique

    capabilities that are able to provide significant and positive support for learning (Roussos etal., (1999); Whitelock et al., (1996); Winn (1993)). Furthermore Stone (2001) stated that VE

    is not a passive medium, as one might find with conventional learning and presentational

    media; "chalk-and-talk", slides, overheads, videos and the like. The user is, within certain

    geometric boundary or scripted constraints, free to explore wherever he or she wishes and

    interact with objects in the world. This freedom, coupled with the "high-tech" nature of

    Virtual Reality technologies is believed by many to help enhance trainees' intrinsicmotivation, thereby improving their learning (retention) and their subsequent performancewhen transferring from the virtual world to the real world.

    The main characteristics of a Virtual Learning environment are as follow (Dalgarno, 2002):

    The environment is modeled using 3D vector geometry, meaning that objects arerepresented using X, Y and Z coordinates describing their shape and position in 3D

    space.

    The users view of the environment is rendered dynamically according to their currentposition in 3D space, that is, the user has the ability to move freely through the

    environment and their view is updated as they move.

    At least some of the objects within the environment respond to user action forexample, doors might open when approached and information may be displayed when

    an object is selected with a mouse.

    Some environments include 3D audio, that is, audio that appears to be emitted from asource at a particular location within the environment. The volume of sound played

    from each speaker depends on the position and orientation of the user within the

    environment.

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    Table 1: VE potentials in learning environment.

    Potentials of VE Descriptions

    VE is a experiential With sense of immerse and presence, users can feel that

    the learning is the developments of experience.

    VE allows natural interaction withinformation. Designing to fit with the human architecture ininteracting with the given information. Through the

    human nature responses.

    VE is a shared experience. VE provides more experience in learning especially for

    active learning. Example: presence

    VE allows unique capabilities. VE have powerful context. Users can control time, scale

    and physics.

    VE can be tailored to individuals. Tools for movement and manipulation within the virtual

    world can be configured to the physical needs of the

    individual and the requirements of the task.

    2.2Virtual Environments as an Active Learning MediumIn a learning process, learners should be active rather than passive (Moore et al., 2007). Self-

    directed learners are often active learners where they seek to learn new information and find

    ways to put it to use. Figure 1 shows a clear comparison of learning methods from (Edger,

    1969). The statistic for reading is 10% of remembrance, while for reading and hearing words

    is 20% of remembrance for hearing. Base on this, it explains why most of the students in

    school do not do well in their study. Every individual is different in nature, some can

    remember more by watching, or doing, or hearing, or teaching or playing. This is the part

    where each individual has to discover oneself which will help him/her the most in learning.

    Figure 1: Audio-Visual Methods in Teaching.

    The use of multimedia and virtual environments in learning process have been extensive, as ithas been effective in increasing productivity and retention rates, where research has shown

    that people remember 20% of what they see, 40% of what they see and hear, but about 75%

    of what they see and hear and do simultaneously (Lindstrom, 1994). The combination of

    these elements ensures active learning which promises better understanding and retention for

    the learners.

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    3. Collaboration Between CBL and VE in Learning ProcessComputer Based Learning (CBL) is associated with VE because of its special features

    compared to other conventional learning media. According to Ruzic (1999), the situated

    nature of learning in VE, and consequently the potential for transfer to similar real

    environments, suggested that the advantages of VE-based teaching are individualized,interactive and realistic training. VE is successfully utilized in a broad spectrum of areas like

    operation of engineering facilities, manufacturing machines, vehicle driving, piloting, traffic

    and flight control, maintenance simulators, medical procedures and military operations (Helin

    et al., 2007). The usage of VE as a learning tool in these areas has been accepted and

    common.

    VE is a kind of simulation where 3D dynamic graphics are developed to create a

    realistic-looking world. As a synthetic environment, users enable to immerse in this created

    environment. Moreover, the synthetic environment is not static, but a real-time, dynamic

    and interactive system to the users (Appino et al., 1992). The opportunities provided by VE

    such as able to give realistic visualization, exploration, manipulation by users and computer

    generated interaction within the environment, hypothesized that the environment can be anexcellent tool to be used in the learning process.

    According to Mikropoulos et al. (1997), the most important reasons for the use of VE in

    learning are as follow:

    VE allows extreme close-up examination of an object. VE allows learners to proceed through an experience at their own pace. The learning provides experience with new technologies through actual use. The environment provides interaction which encourages active participation for the

    learners.

    VE allows expandability to an immersive and telepresence system.

    Table 2: Applications Using VE for CBL

    Developer Name of Application Objectives Intended Audience

    Carneigie Mellon

    University,

    SIMLAB, Pitsburg,

    PA

    Virtual Egyptian

    Temple

    Understanding of Greek

    culture.

    Middle High School

    Carneigie Mellon

    University,

    SIMLAB, Pitsburg,

    PA

    Virtual Bicycle Train and rehabilitate

    young bicycle users.

    5-15 years

    Oregon State

    University, School

    of Education

    Science Education

    World

    Conceptual

    understanding of nature

    and experimental

    method.

    High School

    University of

    Nottingham,VIRART Group

    (UK)

    Makaton World Teaches Makaton

    symbols and associatedsign language.

    Severely learning

    disabled children

    University of

    Nottingham,

    VIRART Group(UK)

    AVATAR House Supports developments

    of concentration skills,

    improved attention span,self-confidence.

    Autistic children

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    4. Persuasive TechnologyPersuasive technology or more especially persuasive computer is an interactive technology

    that can change a persons attitudes or behaviors (Fogg, 2002). This technology is regularly

    used in many areas such as sales,religion,military training,public health andmanagement,

    and also in virtual reality or virtual environments. Persuasive technology which is also knownas captology focuses on computational technologies including desktop computers (Oinas-

    Kukkonen et al., 2008). Figure 2 shows the captology concept which is represented by the

    overlapping components of computers and persuasion.

    Figure 2: Captology areas

    4.1How Can User Be Persuaded?In Persuasive technology, several principles of persuasion were introduced. These principleswere used in implementation and to change users attitude or behaviours towards a learning

    process. Kaptein et al., (2009) summarized Cialdinis six principles of persuasion. The sixprinciples are as listed below:

    1. Principle of reciprocation: People feel obligated to return a favour.2. Principle of scarcity: When something is scarce, people will value it more.3. Principle of authority: When a request is made by legitimate authority, people are

    inclined to follow the request.

    4. Principle of commitment and consistency: People do as they told they would.5. Principle of consensus: People do as other people do.6. Principle of liking: We say yes to people we like.

    In fact, designers of persuasive system should adapt principles and strategies ofpersuasion in order to maximize the benefits and users understanding in learning process.

    Due to the objectives, Berdichevsky & Neuenschwander (1999) proposed a framework for

    analyzing acts of persuasion according to the motivations, methods and outcomes (see figure

    3).

    http://en.wikipedia.org/wiki/Saleshttp://en.wikipedia.org/wiki/Saleshttp://en.wikipedia.org/wiki/Religionhttp://en.wikipedia.org/wiki/Religionhttp://en.wikipedia.org/wiki/Religionhttp://en.wikipedia.org/wiki/Militaryhttp://en.wikipedia.org/wiki/Militaryhttp://en.wikipedia.org/wiki/Militaryhttp://en.wikipedia.org/wiki/Public_healthhttp://en.wikipedia.org/wiki/Public_healthhttp://en.wikipedia.org/wiki/Public_healthhttp://en.wikipedia.org/wiki/Managementhttp://en.wikipedia.org/wiki/Managementhttp://en.wikipedia.org/wiki/Managementhttp://en.wikipedia.org/wiki/Persuasive_technology#Oinas-Kukkonen2008http://en.wikipedia.org/wiki/Persuasive_technology#Oinas-Kukkonen2008http://en.wikipedia.org/wiki/Persuasive_technology#Oinas-Kukkonen2008http://en.wikipedia.org/wiki/Persuasive_technology#Oinas-Kukkonen2008http://en.wikipedia.org/wiki/Persuasive_technology#Oinas-Kukkonen2008http://en.wikipedia.org/wiki/Persuasive_technology#Oinas-Kukkonen2008http://en.wikipedia.org/wiki/Managementhttp://en.wikipedia.org/wiki/Public_healthhttp://en.wikipedia.org/wiki/Militaryhttp://en.wikipedia.org/wiki/Religionhttp://en.wikipedia.org/wiki/Sales
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    Figure 3: Framework of motivations, methods and outcomes

    4.2 Relationships between Persuasive technology and Virtual EnvironmentsAccording to Fogg (2002), through Persuasive technology there are three ways where

    computers can change people's lives. In line with that, virtual environment is also capable tochange peoples lives and the summaries of the relation between Persuasive and VE

    technologies are shown in Table 3.

    Table 3: Relation between Persuasive and VE

    Persuasive Technology Virtual Environments

    They can make it easier for people to do

    things by making things easier, either by

    giving people shortcuts to annoying

    processes or by reminding them that it's time

    to exercise.

    VE for learning can be means of enhancing,motivating and stimulating learners

    understanding of certain events, especially

    those for which the traditional notion of

    instructional learning have proven

    inappropriate or difficult (Pan et al., 2006).

    They can provide an experience, allowing

    people to explore cause-and-effectrelationships.

    VE offer the possibility to recreate the real

    world as it is or to create completely newworlds, providing experiences that can help

    people in understanding concepts as well aslearning to perform specific tasks, where the

    task can be repeated as often as required and

    in a safe environment (Chittaro & Ranon,

    2007).

    They can create relationships, either with

    other people or with the program.

    Relationship with virtual environments as an

    educational tool, (VE) or any other media

    immersion should allow a student to actively

    become part of learning and reviewing

    process. (Shaffer, 2002)

    From Table 3, we found that both of technologies have the same objectives and stepsin changing and increasing users perception and understanding. It shows that VE has

    potential in persuading users, especially in learning process.

    5. ConclusionThis paper has given a review of VE and persuasive technology used for learning process.

    We first started by examining the definition of VE and the potential of using VE as a learning

    tool. As CBL, VE provides active learning to the users where the users can fully interact withthe learning environment. Previously developed application proved that VE is important in

    CBL. From the literature, VE also has potential in persuading users in changing their

    perception about learning which is related with an infant technology such as persuasive

    technology. Hence, both technologies were investigated for similarities and strength to

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    change the users perception towards learning. As discussed earlier, both technologies have

    attractive relationship to improve the quality of learning process. Considering all the above-

    mentioned factors, there is definite evidence to suggest that Virtual Environments can be used

    as aids in persuading users in learning process.

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