构建高等教育项目管理的新千年技能:虚拟世界如何帮助教师和学生?

Martine Gadille, Valérie Caraguel
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摘要

本文的目的是强调从在线多人游戏环境中借鉴的虚拟现实技术的兴趣和局限性,并将其转化为大学硕士学位项目管理课程的设计。为了达到这个目的,我们更具体地讨论了在这个硕士课程中使用虚拟世界实现的技术教学创新的贡献,以提高项目管理中创造力、协作和反思方面的技能发展。这一创新是基于沉浸式虚拟环境中的一个场景的教学设计,学生应该通过他们的化身和3D工件(3D思维导图,互动板,虚拟3D物体)参与项目的协作设计和组织。在两个互补的理论概念:具体化学习和创造性脚手架的交叉点上,从能力获取的主动概念分析了这种技术教学法的贡献。我们使用了一种诱拐的方法,收集的数据是多种多样的:学生和教师在虚拟世界中的视频,学生和教师之间的聊天信息交流,以及对教师的说明访谈。研究结果表明,虚拟世界技术通过结合教师和学生的创造性脚手架过程构成了身体中的知识。特定的移动方式,通过化身,将允许整个人参与到能力的主动构建中,这在大学的物理空间中很难实现。
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BUILDING THE NEW MILLENNIUM SKILLS FOR PROJECT MANAGEMENT IN HIGHER EDUCATION: HOW VIRTUAL WORLDS CAN HELP TEACHERS AND STUDENTS?
The objective of this article is to highlight the interest and the limits of virtual reality technology borrowed from online multiplayer environments, and transposed at university into the design of a project management course in a Master degree. In this purpose, we discuss more particularly the contributions of that techno-pedagogical innovation achieved in this master using virtual worlds, to enhance skills development in terms of creativity, collaboration and reflexivity in project management. This innovation is based on the instructional design of a scenario in an immersive virtual environment, where students are supposed to be engaged in collaborative design and organization of project through both their avatars and 3D artefacts (3D mind mapping, interactive board, virtual 3D objects). The contributions of this techno-pedagogy are analysed from an enactive conception of competence acquiring, at the intersection of two complementary theoretical concepts: embodied learning and creative scaffolding. We use an abductive approach where collected data are various: students and teachers’ videos in situation in the virtual world, chat messages exchanges in world between students and with their teacher, and elucidation interviews with the teacher. The results highlight that the technology of virtual world through the combination of a creative scaffolding from the teacher and students’ processes constitute as knowledge in the body—e.g. particular ways of moving, via the avatar, would allow the commitment of the whole person in an enactive construction of the competence, difficult to implement in a physical space at university.
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