NEXT GENERATION OF E-LEARNING - Asia Pacific Region
NEXT GENERATION OF E-LEARNING - Asia Pacific Region
NEXT GENERATION OF E-LEARNING - Asia Pacific Region
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THE 6 TH SEAAIR ANNUAL CONFERENCE; Langkawi, September 5 – 7 2006<br />
<strong>NEXT</strong> <strong>GENERATION</strong> <strong>OF</strong> E-<strong>LEARNING</strong>: BUILDING A VIRTUAL UNIVERSITY<br />
Suryadiputra Liawatimena; Gerardus Polla; Hendy Wijaya; Herru Darmadi<br />
Bina Nusantara University, Jakarta, Indonesia<br />
ABSTRACT<br />
The objectives of the research were: 1) to shape up e-learning presentation to a more attractive<br />
and interactive one; 2) to gain a depth and effectiveness of e-Learning implementation,<br />
especially to answer the issue of collaboration without neglecting the issue of education. Data<br />
were compiled by library research and field research. Field research was done by giving<br />
questionnaires to 35 students as respondents. The research consisted of two main phases;<br />
those are to create a new learning environment and to study the response of students to the<br />
new presentation. It can be concluded that 1) Students who are fond of computer games have<br />
better response to the e-Learning system. They were curious about the entire idea of having an<br />
entire virtual realm as an e-Learning environment, and they were also more curious in exploring<br />
the virtual realm finding content and information; 2) Students who are already feel comfortable<br />
which the currently used learning method (conventional or e-Learning) thinks that such e-<br />
Learning system could not be effective enough in delivering a difficult lecture materials.<br />
INTRODUCTION<br />
Research Background<br />
As one university implements e-learning method, it usually deals with some challenging issues related<br />
to its implementation, such as performance, effectiveness, reliability, and internal response from both<br />
lecturers and students. Generally, the main issue concern is how far e-learning is able to improve or<br />
decrease learning condition of a university. Some misperceptions sometimes are implied to e-learning<br />
application. One may think that e-learning is not more than online resources where information of a<br />
subject is gathered by lecturers and used by the students. Actually, e-learning is deeper than just online<br />
resources. It has ability to facilitate discussion and collaboration among users. In reality, some<br />
implementations might have not touched e-learning to that depth.<br />
In order to overcome problems related to e-learning implementation, the research attempts to shape up<br />
e-learning presentation to a more attractive and interactive one. In this way, we expect to gain a depth<br />
and effectiveness of e-learning implementation, primarily to answer the issue of collaboration, without<br />
neglecting the issue of education quality itself.<br />
Realm builder has been used for creating virtual environments whereas many of them are used for<br />
games or simulation. Today's entertainment trend leads to an online gaming where users meet in one<br />
virtual world to do a specific theme. Starting from this online gaming point, our research will derive the<br />
theme of entertainment into educational purpose. By doing so, we also expect to get more user<br />
interested in e-learning since the virtual also offers a great room for discussion and interaction. Thus,<br />
we can rely on the collaboration effectiveness on this virtual world feature. In other world, our research<br />
will build a virtual university in which the educational activity will be cyber-conducted. Therefore, e-<br />
Learning will be developed from just and online resource and collaboration, into a realm world of<br />
education and collaboration.<br />
Research Outcome<br />
The research primary advantage is to have better student participation to e-learning by changing its<br />
representation. The implementation of this new e-learning method is also expected to accelerate e-<br />
learning capability of collaboration, which is an important part of it. Eventually, this research will provide a<br />
brand new e-learning system with more features to have, and more interaction to build.
THE 6 TH SEAAIR ANNUAL CONFERENCE; Langkawi, September 5 – 7 2006<br />
Methodology<br />
The methodology for each phase is separated from the implementation since the phases will be<br />
sequential. The first phase was building a virtual world of e-learning. It covers the jobs of defining<br />
scope of e-learning, analyzing its requirements, designing the basic solution for building the virtual<br />
world, composing learning events and scenarios, designing complete world model and architecture,<br />
building complete realm, building complete avatars with events and scenario, Alpha and Beta testing<br />
the entire system, reviewing and debugging. The second phase was studying students' responses,<br />
those are conducting a pre-test questionnaire on how students' interest in e-learning, conducting a<br />
respondents test on the new e-learning system, conducting a post-test questionnaire on the students'<br />
interest in the new e-learning method, compiling questionnaire data to a meaningful information about<br />
students' response to the new e- learning system.<br />
RESEARCH METHODS<br />
Analysis Method<br />
According to Henderson (2003) a virtual classroom is defined as internet space that provides online or<br />
real-time interactivity among students and lecturer participating in e-learning system. In this research,<br />
the term virtual classroom is expanded by changing its both physical and logical representation. The<br />
classroom will be built as a realm world. The participant will meet virtually as avatars representation.<br />
Based on researcher’s observation to the present conventional e-learning method, some problems are<br />
found in which e-learning participants, especially students who feel that e-learning presentation is<br />
unattractive. They are reluctant to study in e-learning system effectively since most of e-learning<br />
subjects they viewed as online resource or online reading, while the objective of e-learning is far<br />
beyond that. In the other side, students are so excited of spending most their time playing computer<br />
games and especially the currently popular genre of online multiplayer game such as Ragnarok Online<br />
and Xian Online where the participants can play and interact by such mean like chatting to the other<br />
participant.<br />
Stepping from this two points, the researcher comes up with an idea of combining these two different<br />
aspects of learning (in e-learning way) and playing (in online context), blending them into one system of<br />
e-learning. The main idea is to capture students’ interest of playing and interacting in the online game<br />
and put their interest to an e-learning system that adopts the concept of online game in term of<br />
interface, interaction, and lecture content delivery.<br />
To realize the idea of combining e-learning and online game, firstly we must build a virtual realm<br />
commonly used in computer games (online or not) and also provide avatar models as virtual<br />
representation for each user (students and lecturers), thus the interaction can be build more lively. The<br />
virtual world should be designed in such a way and as similar as possible with the virtual world used in<br />
computer games in order to attract student in participating the new e-learning system. The avatar<br />
models representing each user will help them interact each other. The completed virtual world will be<br />
used as the main container for the e-learning events and content delivery as well as student interaction<br />
by synchronized messaging or chatting (in gaming term).<br />
To build such virtual world and design avatar models like in computer games, there are some software<br />
requirements to be met; those are a game engine to build the virtual realm and character modeling<br />
tools that are widely provided in the marketplace. Preference of using a game engine package is<br />
suggested because it can enable us building the virtual world rapidly since the engine itself is intended<br />
to be used in game development. The character modeling tools used must be capable in exporting<br />
compatible model of file types to the game engine. Beside the requirement for the main core of the e-<br />
learning system (virtual world and avatars), there are also some other requirements to be fulfilled. The<br />
other requirements are the back-office of the e-learning system, like user and content management<br />
systems.
THE 6 TH SEAAIR ANNUAL CONFERENCE; Langkawi, September 5 – 7 2006<br />
Software Tools Analysis<br />
a. Game Engine. According to Finney (2004) in computing, a game engine is the core software<br />
component of a video game. It typically handles rendering and other necessary technology, but<br />
might also handle additional tasks such as game AI, collision detection between game objects, etc.<br />
The most common element that a game engine provides is graphics rendering facilities (2D or 3D).<br />
The game engine is used for designing, building, and manipulating the virtual world. Game engine<br />
selected to be used in this research is the Torque Game Engine Version 1.3, stable release. The<br />
reason of using this game engine instead other alternative is because the core engine itself can be<br />
expanded/ rebuilt to suit our requirements, it has a supportive community and it enables us to build<br />
and manipulate the virtual realm, using its world editor, directly and rapidly.<br />
b. Character Modeling. The character modeling tools that can be used to design the avatar models<br />
differ in various selections such as 3D Studio Max, Light wave, Softimage, etc. But in order to<br />
maintain a good system response time and reduce system lag, the 3D avatars models used in the<br />
virtual realm should be in the form of low polygonal shape. So, the application that considered to be<br />
enough handling character modeling in this research is Milk Shape 3D.<br />
c. Building and Structure Modeling. Additionally, virtual building and structure are needed to be<br />
included in the virtual world to make it more attractive and more similar to the game environment.<br />
However, the other purpose of including the building and the structure in the virtual world is to<br />
provide lecture content hot-spot and help us categorizing different groups of content. The delivery<br />
point of the lecture content will take place in the representation of buildings and structures. This will<br />
help students to easily and clearly access the content. Virtual building and structure can be<br />
designed using various design tools. One tool that is sufficient in designing and producing building<br />
and structure compatible with the Torque Game Engine is Quark and this tool is the one used<br />
during the process of designing building and structure for the virtual realm in this research.<br />
d. Database Server. In order to handle entire data management of the e-learning system, we need a<br />
database server capable enough in servicing basic data requirement such as user login, user<br />
information, and content management system. The researcher considers that using MySQL DBMS<br />
is sufficient to meet e-learning system requirement of data management.<br />
e. Content Management System Development. In computing, a content management system (CMS) is<br />
a document centric collaborative application for managing documents and other content. A CMS is<br />
often a web application and often it is used as a method of managing web sites and web content. At<br />
the back-end side of the e-learning system, a Content Management System (CMS) is needed to<br />
administrate user information as well as managing the lecture content delivered in the e-learning<br />
system. The CMS used in this research will be a web-based application managing e-learning<br />
system by manipulating data in the database which is accessed by e-learning system.<br />
Design Method<br />
During the design, testing, and debugging process, the researcher uses a lecture material, T0016 –<br />
Algorithm and Programming, as the sample lecture in order to help researcher develops e-learning<br />
system to be more applicable. The T0016 lecture materials used during this research starts from lecture<br />
meeting 01 (Introduction to Algorithm) until lecture meeting 06 (Iteration in C), according to the T0016<br />
Module Plan made by Budiharto (2005). The entire lecture materials are maintained through a back-end<br />
web based application as the Content Management System (CMS) enabling the lecturer to update his/<br />
her lecture material at anytime.<br />
Application Design<br />
f. Login Screen. The login screen is the main screen before user access the virtual realm. It also<br />
provides information on the researchers involved in the research and development process. User<br />
authorization is made through username and password validation, where username can be student<br />
ID or lecturer ID<br />
g. Class Login Screen. The class login screen will display available e-learning classes (conceptually)<br />
or virtual realm server (physically). The user may select from various class(es) if available.<br />
h. Loading Screen. According to Suciati (2001) general or outline knowledge, skill, attitude model<br />
which are the result expected for the student to master after the lecture process need to be shown.<br />
After the user is accepted or authorized to log in to specified class, he / she will download the virtual
THE 6 TH SEAAIR ANNUAL CONFERENCE; Langkawi, September 5 – 7 2006<br />
world objects from the server and will be presented in the learning outcome.<br />
i. Main Screen. Having finished the download process, the users enter the main screen interface of<br />
the virtual realm which is similar to the most of game interfaces. The user will be represented by an<br />
avatar model that allowing them to move around and interact in the virtual realm as his/ her e-<br />
learning class along with other users (students and lecturers) currently logged in the same class.<br />
j. Lecture Content Screen. The lecture content delivery in the virtual realm is conducted through this<br />
lecture content screen that will pop-up and close automatically as student enters or leaves certain<br />
area represented by booth. These contents delivered are maintained by lecturers through the backend<br />
Content Management System. Contents are accessed from the virtual realm to the web server;<br />
the web server will handle the delivery of each content from the database server, determine which<br />
content to display and send it back to the virtual realm to be displayed in this screen. Details of how<br />
the supporting servers work each other can be found in the System Architecture section.<br />
System Architecture<br />
The system architecture designed for the virtual realm, user management, and e-learning content<br />
management in the server side is constructed by three supporting servers. The servers are Virtual<br />
Realm Server, where most of the virtual realm for the e-learning class is handled; Database Server<br />
where all data and information for the e-learning system is stored and managed; and the Web Server<br />
where the Content Management System for e-learning is served. As the Figure 1 below describes, the<br />
users access e-learning system through the virtual realm server, this server will then manages user<br />
activity in involving database or content by communicating with database or web servers.<br />
Figure 1: System architecture<br />
IMPLEMENTATION AND EVALUATION<br />
System Requirement Specification<br />
Table 1 and 2 show the minimum hardware and software specifications for system development and<br />
implementation.<br />
Table 1: Hardware Specification<br />
Hardware System Development Implementation<br />
Processor Intel® or compatible Pentium 4 1.8<br />
GHz<br />
Intel® or compatible Pentium 600<br />
MHz<br />
Memory 512 MB 128 MB<br />
Hard disk 20 GB 5 GB<br />
space<br />
Graphic Card 64 MB 64 MB
THE 6 TH SEAAIR ANNUAL CONFERENCE; Langkawi, September 5 – 7 2006<br />
Table 2: Software Specification in System Development<br />
Software System Development Implementation<br />
Operating System Window 2000, Window XP Windows 2000, Windows XP<br />
Professional<br />
Database Server MySQL 4.1 NT -<br />
ODBC Driver MySQL ODBC Driver 3.51 -<br />
Game Engine Torque Game Engine -<br />
Character Modelling Milkshape 3D Demo version -<br />
Building Modelling Quark -<br />
Web Server IIS 5 -<br />
CMS Development PHP 4 -<br />
Graphic Library - OpenGL32 For Windows<br />
Internet Browser - MSIE 5.5 or other compatibles<br />
SYSTEM IMPLEMENTATION USING SAMPLE LECTURE<br />
Content Management System<br />
a. Login Screen. The main login screen is where authorization process for the Content Management<br />
System takes place. Valid username (lecturer ID or student ID) and password is required to access<br />
the CMS; Username and password used here are the same one with the one used in the virtual<br />
realm.<br />
b. Lecture Creation. This section of VBinus CMS is where the administrator can add new lecture. This<br />
master lectures will be the main controller for the lecture materials in the specified lecture. As<br />
displayed in the screen, the lecture that will be used as a sample lecture in this research is T0016.<br />
c. Adding New Content. This section of VBinus CMS is used when adding lecture material / content to<br />
specified lecture. The required fields are the title which will be displayed in the title bar of the<br />
content screen in the virtual realm; The trigger name which is the technical name determining the<br />
specific hot-spot that triggers the content to pop-up in user screen when in the virtual realm, this<br />
triggers name will be given by the administrator to the lecturer; The controller file is the physical<br />
representation of the lectures in the VBinus e-learning system; The content is where the lecture<br />
content filled, basic formatting is available in the above buttons.<br />
d. Adding Quiz Question. This section of VBinus CMS is used when the lecturer wants to add<br />
questions for the quiz conducted in the virtual realm. The quizzes are used to determine student<br />
achievement in learning the lecture content using this virtual realm. Each question has its own level,<br />
which describes the difficulty level of the question. In this research we have develop two model of<br />
quiz questions, that are multiple choice and true or false.<br />
e. Add new user. This section of VBinus CMS is used by the administrator when adding a new user to<br />
access the virtual realm. User ID, password and user role (Lecturer, Student and Admin)<br />
information are entered in this section.<br />
f. Resetting User Password. When a user lost or forget his / her password, then password resetting<br />
can be done through this section of VBinus CMS. By entering username information and email<br />
information, the new password will be sent to the email address supplied.<br />
Virtual Realm in Vbinus<br />
a. Login Screen. This login screen is where user can enter his / her username and password in order<br />
to gain access to the virtual realm. Should the user forget his / her username or password, he / she<br />
can reset the password using the feature in the CMS.<br />
b. Server Login Screen. This server login screen is where the user can select to log in to a specified<br />
class (conceptually) or virtual realm server (physically). This screen provides information such<br />
lecture name of the class, the user currently logged in the class, and the network ping in the server.
THE 6 TH SEAAIR ANNUAL CONFERENCE; Langkawi, September 5 – 7 2006<br />
Figure 2: Server login screen<br />
Should the login information entered by the user is incorrect, the server will reject the connect<br />
request of the user. This rejection most probably caused by invalid log in information, but rejection<br />
should also occur when user who is not registered to certain class / lecture tries to log in to the<br />
virtual realm of the class. In the future development, such issues should be fixed as well as filtered<br />
server information in the server login screen. There should be only classes in which the user<br />
registered that shown in the list according to the current student semester.<br />
c. Virtual Realm Screen. The virtual realm screen interface is the main part of this VBinus e-learning<br />
system where learning activity takes place. Figure 3 below shows how the interaction between<br />
class participants (students and lecturer) happens in ways of chat communication as well as virtual<br />
representation of each user with the avatar model and the information of each user displayed above<br />
them. Due to the time limitation, the avatar model used in this research is only one model since the<br />
process of one model design, development, and deployment to the virtual world can take about one<br />
month of working time.<br />
Figure 3: Virtual class screen<br />
d. Content Screen. When user entering particular area in the virtual world where it has been<br />
previously set with content trigger, the content of the specified area is popping up to the screen.<br />
This content can be any of lecture materials or other tips given by the lecturer.<br />
e. Quiz Screen. One way to assess students’ study progress in this VBinus e-learning system is by<br />
using students’ progress level that is stored along with other student information in the database. This<br />
progress level increases when the student succeed in answering quiz question given during learning<br />
session in the virtual realm. The questions in the quiz are managed into levels. These levels will only<br />
keep the student with the same level as the question can access it. While questions can be more than<br />
one or maybe a lot of in one same level and it is randomly presented to the student thus making it<br />
dynamically changing question for the student. Questions are composed by the lecturer and the level<br />
of the question is also determined by the lecturer. The student can access quiz questions through a<br />
special area trigger called the quiz trigger, in the virtual realm this area is represented by quiz hall/<br />
quiz room in form of a unique hall to attract student interest and curiosity. The current level-up rule<br />
implied in this research is when a student answers a question correctly, then his/ her level increases<br />
by one automatically, however this rule of increasing student study progress level can be changed
THE 6 TH SEAAIR ANNUAL CONFERENCE; Langkawi, September 5 – 7 2006<br />
into a more effective way regarding student study progress assessment.<br />
f. User Status Screen. The user can get his / her current study status by accessing the status screen<br />
during in the virtual realm by pressing the “tab” keyboard. This status information contains Student<br />
ID or NIM, name, progress level, number of login to the class, last login date allowing the student to<br />
know his / her study progress.<br />
VBinus e-Learning Implementation<br />
The test implementation of the VBinus e-learning system was conducted by using T0016 – Algoritma<br />
dan Pemograman as the test / sample lecture model. The respondents were 35 Bina Nusantara<br />
University Students in fifth year who had experienced e-learning system. The researcher leader (Dr.<br />
Suryadiputra Liawatimena) acted as the lecturer for the lecture. This research focuses more in<br />
assessing student behavior instead of lecturer behavior; that is why the lecturer for the test was roled<br />
by the researcher leader himself, not other lecturer.<br />
The respondents were given account number to log in the virtual realm according to their student ID as<br />
the username and a dummy password (123456). Although all of the respondents had already passed<br />
the T0016 lecture in their first year of college, nevertheless using them as the respondents were<br />
intentionally so that they would be able to compare the T0016 which they previously had learnt using<br />
the conventional e-learning system with the T0016 which in this research is delivered by mean of virtual<br />
realm.<br />
The respondents then briefed with this research purpose and the test purpose as well as the technical<br />
detail and manual using the virtual realm as an e-learning system. Afterwards, they were given<br />
opportunities of using the virtual realm to learn the lecture material T0016. The test took about an hour<br />
to finish.<br />
VBinus Evaluation<br />
a. Pre-test Questionnaires<br />
Before asking the respondents to test the virtual realm as an e-learning system, the respondents were<br />
given several pre-test questionnaires in order to assess their knowledge and experience in both e-<br />
learning and online game. These pre-test questions used 4 degree Likert Scale for the answers. The<br />
test result values will be used to help evaluating the post-test result conducted after the respondents<br />
finished testing the e-learning system.<br />
Figure 4 How often do you access e-learning<br />
content material?<br />
Figure 5 How often do you play computer games?<br />
Figure 6 How interested you are in studying using<br />
e-learning system?<br />
Figure 7 How excited you are when playing<br />
computer games?
THE 6 TH SEAAIR ANNUAL CONFERENCE; Langkawi, September 5 – 7 2006<br />
Figure 8 Do you always want to get more study<br />
material through e-learning?<br />
Figure 9 Do you always want to try different kind<br />
of computer games?<br />
b. Post-Test Questionnaires<br />
After conducting testing process of the e-learning system, the same respondents were given another<br />
questionnaire which assesses their opinion and response to the new e-learning system developed in<br />
this research. Like the pre-test, the post test also uses 4 degree Likert Scale to assess the<br />
questionnaire.<br />
Figure 10 How difficult it is to use VBinus?<br />
Figure 11 How fast is VBinus network system<br />
response?<br />
Figure 12 Is it boring to study using VBinus?<br />
Figure 13 Do you interested in using VBinus as<br />
new e-learning method?<br />
Figure 14 Is VBinus better than other e-learning<br />
(Binusmaya) or learning class methods?<br />
Figure 15 Does VBinus help you understand the<br />
lecture material better?<br />
Figure 16 Does VBinus accommodate more<br />
playing or chatting than learning?
THE 6 TH SEAAIR ANNUAL CONFERENCE; Langkawi, September 5 – 7 2006<br />
CONCLUSIONS AND SUGGESTIONS<br />
Conclusions<br />
After developing a new e-learning system based on the virtual realm and online gaming idea as well as<br />
conducting evaluation using respondents to test the e-learning system, based on the pre-test and posttest<br />
questionnaires results, the researchers concluded that:<br />
Students who are fond to computer games have better response to the e-learning system. They were<br />
curious about the entire idea of having an entire virtual realm as an e-learning environment, and they<br />
were also more curious in exploring the virtual realm finding content and information.<br />
Students who are already feel comfortable which the currently used learning method (conventional or e-<br />
learning) considered that such e-learning system could not be effective enough in delivering difficult<br />
lecture materials.<br />
Intensive effort should be brought when customizing and preparing one lecture to be used in the e-<br />
learning system virtual realm.<br />
Suggestion<br />
Suggestion issues after the researcher finish this research can be summarize to the following points:<br />
• Next development for the virtual realm used in this research should be able to handle online<br />
connection rather than local area network connection.<br />
• Various avatar models should be developed in order to add attractively of the users.<br />
• Integrated and solid Content Management System should be built compatible with the SCORM<br />
2004<br />
• Lecturer behavior towards this e-learning system should also be assessed.<br />
REFERENCES<br />
Budiharto, W. (2004). T0016 – Algoritma dan pemograman. MPT00165-011. Jakarta: Universitas Bina<br />
Nusantara.<br />
Finney, K. C. (2004). 3D game programming all in one. Boston: Thomson Learning.<br />
Henderson, A. J. (2003). The e-learning question and answer book. American Management<br />
Association.<br />
Morison, Don. (2003). E-learning strategies how to get implementation and delivery right first time. New<br />
York: John Wiley & Sons Ltd.<br />
Suciati. (2001). Taksonomi tujuan instruksional. Pusat Antar Universitas Untuk Peningkatan Dan<br />
Pengembangan Aktivitas Instruksional. Direktorat Jenderal Pendidikan Tinggi Department<br />
Pendidikan Nasional, Jakarta.<br />
Zhuang, Hartono. (2005). E-learning: konsep dan aplikasi. Jogyakarta: Penerbit Andi.