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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.

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