The complementation of teaching using the remote experimentations integrated with the 3D virtual worlds M. M. K. Tavares1, F. N. Formanski1 and J. B. Silva1 1 UFSC/Informatics, Araranguá, Brazil Abstract — This article presents the use of remote experimentation laboratories integrated with 3D virtual worlds and their application in the school context. The use of this educational tool is designed to complement the teaching and learning. Using technology in teaching to promote learning beyond the classroom. The remote experimentation has been configured as an alternative to promote this learning supplement. Thus helping the new generation of students in theoretical and practical interaction. The 3D virtual worlds stand out as important tool to compose a virtual learning environment. Since the interactions that occur in these environments tend to be more dynamic and attractive. Index Terms — Remote Experimentation, 3D virtual worlds, mobile devices, education. I. II. ONLINE LABORATORIES An online laboratory consists of a set of resources that are shared on a network, whose objective focuses on give the opportunity to the remote access to users who want to put into practice the observation and monitoring of events characteristic of each experiment, the management of these resources and knowledge acquired in the classroom, without the obligation to have a sophisticated material i.e. expensive. Having thus, in order to provide an equivalent experience to that obtained in a laboratory classroom [1]. The online laboratories can be divided into three different types: the remote labs, virtual labs and laboratories hybrids. INTRODUCTION The use of the new information and communication technologies (NICT) is already part of daily life for many people. The digital natives, the so-called Generation Z, have less difficulty to handle technological devices when compared to previous generations. When we propose to think of certain teaching materials currently used, has aware that some of these materials tend to obsolescence, because for a range of students, use the blackboard and the projectors are no longer reference in its school context. They are used to presentations data show, the use of their computers or mobile devices like cell phones and tablets. The incorporation of NICT to education is designed to enrich the teaching-learning process. These allow to present students learning situations beyond the classroom. In this context lies the remote laboratory experimentation, besides the possibility of being used as an alternative to schools that have no physical well-equipped laboratories, also allow students a more autonomous learning and without time restriction. In the school context there is a constant search for resources that facilitate the construction and appropriation of knowledge. It is therefore necessary the development of virtual learning environments (VLE) with attractive features and interactive for students, such as 3D Virtual Worlds. Understands the purpose of this paper present the use of remote experimentation and 3D virtual worlds as a complement to the teaching and learning process. Figure 1 The experiment in remote 3D virtual world. Virtual laboratories often not physically exist and normally use all equipment simulated (virtual), may be composed of one or more experiments used to illustrate a theoretical concept. Since the hybrid laboratories are a combination of remote and virtual laboratories, where the mixed reality is employed to complement components and equipment of the actual laboratory, since they provide simulations and actual experience the same environment [2]. As can be seen in Figure 1. A. Virtual Remote Experimentation The remote experiments are characterized as equipment connected to the web that can be accessed from anywhere in the world, in which the student can perform the practice of their studies at any time of day, because the system works 24 hours a day, seven days a week [1]. Therefore, it 978-1-4673-2542-4/12/$31.00 ©2012 IEEE is real equipment that allows interaction at a distance, with technology based on Internet or intranet that people can access from any location. The use of remote experimentation allows complementation studies with practical activities, enriching the educational experience. Favors the approach of the theory with the real world and may be a motivational factor for them to engage in the issues covered in class. The proposal is not only the availability of remote experiments, but is aware that it is necessary provide theoretical material support or through the teacher's introductory explanation at the time of the experimentation the student know why they were perform the tests and measurements [3]. Figure 2 shows one of the experiments provided by the remote RExLab. Figure 2 The experiment Remote cabinet. Education institutions across the globe have turned their research to the development and improvement of online laboratory. An example is the Remote Experimentation Laboratory (RExLab), which originated at the Federal University of Santa Catarina (UFSC) in 1997, in Brazil, and currently provides collaboration with a network of 12 universities (Rexnet) located in five different countries. There are other examples of educational institutions that have the initiative, as the Institute of Engineering of Porto (ISEP), the Faculty of Engineering, University of Porto (FEUP), Bremen University, the University of Deusto, among others. As regards the RExLab, this aims to popularize scientific and technological knowledge in order to encourage young people to pursue initiatives that integrate science education to the current educational process through activities that encourage creativity, experimentation and interdisciplinarity. III. 3D VIRTUAL WORLDS APPLIED TO EDUCATION The 3D virtual worlds when applied to education can provide more interactive learning experience compared with traditional teaching methods. In this environment the student is encouraged to build their knowledge and the teacher has the ability to act as an intermediary in the process of teaching and learning. The construction of knowledge is more autonomous to the students. Respecting the characteristics of student learning, those whose learning is based on visual perceptions will have more facilities with images, however, those opting for reading, they can use communication from the virtual worlds have, namely the construction of knowledge happens in the vision of each student [3]. In the conception of [2], 3D virtual worlds can be understood as computing environments that simulate reality and are also called metaverse or metauniversos, because of the expanding the physical characteristics of the "universe" in question, providing the merging of physical reality with virtual spaces physically persistent. Virtual worlds make use of online multiplayer gaming technology to create a virtual world shared and persistent. This allows each participant to control your avatar, which is its personification in three-dimensional environment in real time, interact with virtual objects and the avatars of other participants [4]. Relative to 3D virtual worlds still applied to education, another important feature of this environment is the fact that by controlling your avatar, the student is to engage actively in the process, feeling more present and involved [4]. To access the 3D virtual world developed by RExLab is necessary to make some settings in the user's computer. First you must install the viewer in the virtual world, in this case the Hippo OpenSim Viewer is available at: <http://forge.opensimulator.org/gf/project/opensimviewer/frs/>. Choose the executable as the operating system of your machine. After installing the viewer must configure the viewer to access specifically the 3D virtual world of UFSC. As required in the initial screen enter the following information: • Grids click on the right side of the screen; • On the next screen click Add and enter the following information: o Login URL: http://rexlab.ararangua.ufsc.br:9000/ o The Platform: choose OpenSim o Grid Nickname: UFSC o the web site: http://rexlab.ararangua.ufsc.br:9000 Finally just click OK to finish the settings. From this point it is necessary to have a registered user to access the virtual world. The user visits the Virtual World 3D is the UFSC: · First name: visitante · Last name: 1 · Password: 123456 · Quick Select Grid: UFSC · To Log In From this point on will load the 3D virtual world and now you can explore the environment. The Laboratory of Remote Experimentation (RExLab) concentrates its efforts to integrate the remote experiments with to the 3D virtual worlds, aiming to create a VLE to promote interaction between the various actors in the process of teaching and learning. In order to provide greater interaction and collaboration among students, implentou to 3D virtual worlds, for this, the server uses the RExLab virtual worlds OpenSimulator, which is a free software used to create and develop virtual environments in 3D, similar to Second Life. Access to the virtual world is accomplished through the Hippo Viewer (Figure 3), a viewer in the virtual world, which must be configured to access environment. It is possible via a VLE access to the remote experiments, as shown in Figure 4. There is the possibility of providing a wide range of resources in the VLE to complement the teaching and learning process. V. Figure 3 External view of the UFSC in 3D Virtual World. IV. VIRTUAL LEARNING ENVIRONMENTS The process of teaching-learning has the potential to become more active, dynamic and personalized by AVA. These media use cyberspace to promote interaction and collaboration to the distance between the actors of the process and interactivity with the content to be learned [5]. The Virtual Learning Environments (VLE) is software that assists in managing teaching resources for classroom courses or distance learning, Internet-accessible. Allows you to share educational content, interaction through chat and forums or develop online questionnaires. It is a tool also used by students, since the material taught in class and supplemental materials may be exposed in the AVA. Widely used as a VLE, free software, is the MOODLE Modular Object-Oriented Dynamic Learning Environment. This allows management of teaching materials for courses or disciplines, interaction among participants, monitoring and evaluation of the student. Figure 4 VLE of RExlab and access to the remote experiment MOBILE DEVICES Mobile devices have emerged as an ally in daily life, emerging needs as their integration to education, known as Mobile Learning (m-learning). There are a variety of applications thereof, such as quick and easy access to information which can be achieved over the internet mediated by a mobile device. The time flexibility and portability are factors influencing the adhesion and spreading of this technology. These facilities can promote continuous learning experience. A. Remote acess to experiments and 3D virtual worlds for mobile devices The popularity of mobile devices has encouraged the development of various applications. The potential of these devices is the use of mobile technology as part of an integrated learning model, characterized by the use of wireless devices in a transparent manner and with high degree of mobility. When such devices are used in education is associated with them a new concept, called Mobile Learning or m-learning [6]. Aware of this reality, the RExLab concerned to allow access to their remote experiments and virtual 3D worlds also via mobile devices. Adapting some features of your server to enable compatibility with different operating systems (OS). But now, the 3D virtual world can only be accessed by users who take their phones Android operating system. For visualization of virtual environments in 3D computer, is used viewers software as the Hippo OpenSim. Currently being developed for mobile viewers. However, there are applications available for Android OS, but this software does not yet show the avatars and graphic features of the virtual world in its entirety. Figure 5 Access to the experiment by the mobile device The images in Figure 5 were made of an apparatus Apple iPhone 4G iOS 4.2. The remote experiments provided by the RExLab can be accessed by any device, be it a notebook, mobile phone or tablet, for example. For this you need to access the website: <http://rexlab.ararangua.ufsc.br/experimentos>, as Figure 1, and choose the experiment you want to use. VI. [3] CONCLUSION This paper presented the use of remote experiments integrated with 3D virtual worlds with access via mobile devices and their application in the school context, allowing a better yield of instruction, making it more efficient. Emphasizing that the use of remote experimentation in 3D virtual world not intended to replace lessons or classroom practices, but seeks to support teaching in the classroom. Importantly, the laboratories are important environments for education, because they present a more practical approach about the theoretical concepts, due to lack of laboratories in the institutions this feature of providing remote access to laboratory practices can be accessed by different institutions, in addition, the students can interact more with the world. By aggregating the ICT to the education, seeks to use these tools as a facilitator of learning, allowing students to improve their capabilities and skills cognitive. Aiming at the development of these skills and capabilities, currently, there are initiatives to link the virtual reality experiment a remote haptic system that allows the user to work on issues related to strength and properties of objects, allowing you to better interaction with the experiments. REFERENCES [1] [2] J. B. Silva. “A utilização da experimentação remota como suporte para ambientes colaborativos de aprendizagem”. 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Rios. “Aprendizagem utilizando Dispositivos Móveis com Sistemas de Realidade Virtual”. RENOTE v. 3, n. 1(2005). [Online]. Available: http://seer.ufrgs.br/renote/article/view/13824f. AUTHORS M. M. K. Tavares is academic of Information Technology and Communication at Universidade Federal de Santa Catarina (UFSC), Araranguá, Brazil (e-mail: [email protected]). F. N. Formanski is academic of Information Technology and Communication at Universidade Federal de Santa Catarina (UFSC), Araranguá, Brazil (e-mail: [email protected]). J. B. Silva is a senior researcher at Universidade Federal de Santa Catarina (UFSC), Araranguá, Brazil (e-mail: [email protected]).
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