Virtual worlds and gamification to increase integration of international students in higher education: an inclusive design approach
Bibliographic record
Abstract
In response to the growing trend of internationalisation in education, it is important to consider approaches to help international students integrate into their new settings. One possible approach involves the use of e-Learning tools, such as virtual worlds and gamification. To maximise the potential effectiveness of such tools, it may be beneficial to involve international students in a technological co-design process. This paper develops an inclusive design process based on the definitions of Inclusive Design outlined by the SMARTlab and IDRC teams, as part of a co-design specification in practice, gathering specific information about the needs of the Chinese students in Ireland at UCD through a questionnaire and an empathy-driven design approach. From the responses of the questionnaire, we found that students would find many features that virtual environments can provide beneficial (e.g., 3D campus tours and virtual lectures). We also found that collaborative, social activities were a more popular way to potentially increase language and cultural understanding than structured courses. Finally, we learned that the incorporation of game-like elements in virtual environments requires careful planning: while this may be effective to increase user engagement with information, users do not want to have to be successful in games to gain access to essential resources or information. Based on these specific needs provided by Chinese students themselves, a virtual campus (VC) is created which based on a unique virtual platform-Terf®. Resume En reponse a la tendance croissante d’internationalisation dans l’education, il est important d’envisager des approches permettant d’aider les etudiants internationaux a integrer leurs nouveaux environnements. Une approche possible implique l’usage d’outils e-learning tels que les mondes virtuels et la ludification. Afin de maximiser l’efficacite potentielle de tels outils, il peut etre favorable d’impliquer les etudiants internationaux dans un processus de co-conception technologique. Cet article developpe un processus de conception inclusive basee sur les definitions formulees par les equipes du SMARTlab et de l’IDRC et les exigences empiriques de co-conception, definies en rassemblant des informations specifiques concernant les besoins des etudiants chinois en Irlande, a l’Universite College Dublin (UCD), par le biais d’un questionnaire et d’une approche de la conception guidee par l’empathie. Les reponses au questionnaire nous ont permis de faire ressortir que les etudiants considereraient comme benefiques plusieurs des caracteristiques envisageables des environnements virtuels (comme, par exemple, la visite du campus en 3D et les cours virtuels). Nous avons aussi vu que les activites collaboratives et sociales constitueraient un moyen plus populaire que les cours structures en vue d’accroitre potentiellement la comprehension linguistique et culturelle. Finalement, nous avons appris que l’integration d’elements de type « jeu » dans des environnements virtuels requiert une planification soignee : tandis que cela peut etre efficace pour augmenter l’interet de l’usager pour l’information, les usagers ne veulent pas avoir a reussir aux jeux afin de pouvoir acceder aux ressources ou informations essentielles. C’est en se fondant que ces besoins specifiques enonces par les etudiants chinois eux-memes qu’un campus virtuel (CV) a ete cree sur une plateforme virtuelle appelee Terf® specialement construite a cette fin. Mots-cles : design inclusive; mondes virtuels; e-learning technologie educative; gamification; internationalisation
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How this classification was reachedexpand
Full frame distilled prediction
Teacher imitationNot calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.
Codex and Gemma teacher scores by category
| Category | Codex | Gemma |
|---|---|---|
| Metaresearch | 0.001 | 0.001 |
| Meta-epidemiology (narrow) | 0.000 | 0.000 |
| Meta-epidemiology (broad) | 0.000 | 0.000 |
| Bibliometrics | 0.001 | 0.000 |
| Science and technology studies | 0.000 | 0.000 |
| Scholarly communication | 0.000 | 0.001 |
| Open science | 0.001 | 0.000 |
| Research integrity | 0.000 | 0.000 |
| Insufficient payload (model declined to judge) | 0.000 | 0.000 |
Machine scores (provisional)
The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.
Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.
score_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from itClassification
machine, unvalidatedMachine predicted; a candidate call from one teacher head, not a consensus.
How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".