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University of Southampton Research Repository Copyright © and Moral Rights for this thesis and, where applicable, any accompanying data are retained by the author and/or other copyright owners. A copy can be downloaded for personal non-commercial research or study, without prior permission or charge. This thesis and the accompanying data cannot be reproduced or quoted extensively from without first obtaining permission in writing from the copyright holder/s. The content of the thesis and accompanying research data (where applicable) must not be changed in any way or sold commercially in any format or medium without the formal permission of the copyright holder/s. When referring to this thesis and any accompanying data, full bibliographic details must be given, e.g. Thesis: M Zinopoulou (2019) " A Framework for improving Engagement and the Learning Experience through Emerging Technologies ", University of Southampton, The Faculty of Engineering and Physical Sciences. School of Electronics and Computer Science (ECS), PhD Thesis, 119. Data: M Zinopoulou (2019) "A Framework for improving Engagement and the Learning Experience through Emerging Technologies" The Faculty of Engineering and Physical Sciences School of Electronics and Computer Science (ECS) A Framework for improving Engagement and the Learning Experience through Emerging Technologies by Maria Zinopoulou Supervisors: Dr. Gary Wills and Dr. Ashok Ranchhod Thesis submitted for the degree of Doctor of Philosophy November 2019 University of Southampton Abstract Advancements in Information Technology and Communication have brought about a new connectivity between the digital world and the real world. Emerging Technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) and their combination as Extended Reality (XR), Artificial Intelligence (AI), the Internet of Things (IoT) and Blockchain Technology are changing the way we view our world and have already begun to impact many aspects of daily life. There are now connections between millions of devices from mobile phones to wearables, through wireless networks, creating smart environments and smart cities. It is predicted that over 50 billion devices will be connected by 2020. Virtual design and digital technologies enhance these smart environments to create new immersive experiences. These developments have resulted in many industries seeking new ways to adapt and evolve to take advantage of the opportunities presented by these emerging technologies. Innovators, researchers, technologists, businesses and manufacturers are leading the way to developing and implementing emerging technologies to create smarter, more efficient homes and cities, connecting individuals, communities and operations to allow for optimisation of resources, modification and personalisation. This thesis focuses on the opportunities presented by these technologies for developing and designing immersive smart learning environments for Higher Education and puts forward a framework for further research into how these technologies can improve engagement and enrich the learning experience. An experiment was conducted using two simulators that reinforce learning concepts. A computer based simulator and a virtual reality simulator were used. The results of the research which was conducted with Higher Education students from two universities in the United Kingdom showed an improvement in engagement levels and in the learning experience when students used an immersive smart learning environment. Table of Contents Table of Contents Table of Contents .......................................................................................................... i List of Tables ................................................................................................................. v Table of Figures ........................................................................................................... vi Research Thesis: Declaration of Authorship ................................................................. vii Acknowledgements ......................................................................................................ix Dedication... .................................................................................................................xi Abbreviations .............................................................................................................. xii Chapter 1. An Overview for Smart Education ............................................................. 13 1.1 Introduction .............................................................................................................. 13 1.2 Positionality .............................................................................................................. 17 1.3 The importance of Emerging Technology in Education ........................................... 19 1.4 Opportunities in Smart Education ............................................................................ 20 1.5 Structure of the Thesis ............................................................................................. 22 Chapter 2. Literature Review ..................................................................................... 23 2.1 Introduction .............................................................................................................. 23 2.2 Learning Experience Theories and Concepts ........................................................... 24 2.2.1 Experiential Learning ........................................................................................ 26 2.2.2 Constructivism – Discovery Learning ............................................................... 26 2.2.3 Multiple Intelligences Theory ........................................................................... 27 2.2.4 Paradigm - Design-Based Research .................................................................. 28 2.3 Technology and the Learning Experience ................................................................ 28 2.4 Engagement and the Learning Experience ............................................................... 31 2.5 Motivation as part of the Learning Experience ........................................................ 36 2.6 Smart Learning Environments .................................................................................. 38 2.7 Virtual Simulators and Gaming Applications in Education ...................................... 43 2.8 Virtual Reality Learning Environments and Scenarios ............................................. 45 2.9 IoT, Augmented and Virtual Learning in Education ................................................. 48 2.10 Gap in the current Research and Literature ............................................................ 50 2.11 Summary .................................................................................................................. 51 i Table of Figures Chapter 3. Proposed Framework .............................................................................. 52 3.1 The Research Question ............................................................................................ 52 3.2 Hypotheses ............................................................................................................... 53 3.3 Towards a Smart Learning Experience ..................................................................... 54 3.4 A Smart Learning Environment Framework ............................................................. 56 3.5 Breakdown of the Framework ................................................................................. 57 3.6 Implementing a Smart Learning Environment ......................................................... 58 3.7 Example of an Immersive Smart Virtual Learning Environment .............................. 60 3.8 Implementing a Smart Learning Environment Framework ...................................... 61 3.9 Summary .................................................................................................................. 63 Chapter 4. Methodology and Design ......................................................................... 64 4.1 Research Purpose ..................................................................................................... 64 4.2 Evaluation Methodology .......................................................................................... 66 4.3 Research Design and Rational .................................................................................. 66 4.3.1 Reliability, Validity and Expert reviews in Interviews and Surveys .................. 69 4.3.2 Participant Profiles ........................................................................................... 73 4.3.3 Expert Reviews ................................................................................................. 74 4.3.4 Student Groups ................................................................................................ 74 4.3.5 Documentary Sources ...................................................................................... 75 4.4 Analysis of Findings .................................................................................................. 76 4.5 Evaluation and Engagement Metrics ....................................................................... 77 4.6 The Virtual Learning Experience Experiment ........................................................... 78 4.7 Summary .....................................................................................................................