A Bilingual Immersive Environment for Kids Learning

Main Article Content

Tufail Ahmad
Arifa Bibi
Umar Farooq
Ihsan Rabbi

Abstract

Virtual Worlds (VWs) provide an improved learning experience as they have an increased level of user participation and technological involvement. They avoid content duplication and following a set of predefined rules to overcome the issues in game environments. VWs are coherent, persistent and collaborative social places that believe in realism through immersion. Client viewer software is used for user immersion in the form of avatars and in-world content creation in these environments. This work presents a simple bi-lingual environment developed for kids’ learning in English and Urdu using the well-known VW development framework called OpenSimulator (OpSim). It used Firestorm viewer for in-world content development and Linden Scripting Language for making the content dynamic and interactive. This work used Blender, Adobe Photoshop and Illustrator for developing images of different objects and adding their related dynamics before integrating them within the OpSim. It developed some basic activities for learning about colours, national personalities of Pakistan, Urdu alphabets, geometrical shapes and fruits. Bots were used to populate the content for making it more appealing. The proposed environment provides an arbitrary number of tries to perform each activity and guides kids through a real time positive feedback towards an improved learning. This work conducted initial validation tests of the proposed presence on standalone mode of OpSim framework with the help of domain experts, which confirmed the effectiveness of the proposed mechanism. However, it was suggested to conduct further validation on grid mode of OpSim framework. The developed environment shall be compared with other methods for learning purposes. It could incorporate more languages, activities and lessons. 3D working models of the alphabets, fruits and vegetables, and customized avatars capable of interacting with kids would offer more positive impact on learning. Similarly, the simple tasks could be extended to multiplayer collaborative games.

Article Details

How to Cite
Ahmad, T., Bibi, A., Farooq, U., & Rabbi, I. (2024). A Bilingual Immersive Environment for Kids Learning. Journal of Informatics and Web Engineering, 3(2), 105–115. https://doi.org/10.33093/jiwe.2024.3.2.8
Section
Regular issue

References

S. Akbar, U. Farooq, I. Rabbi, and K. Zia, “Linking the present and past in virtual worlds: a case study of development and navigation,” International Conference on Advances in the Emerging Computing Technologies (AECT). IEEE, 2020, pp. 1–6.

H. Yu, G. Shi, J. Li, and J. Yang, “Analyzing the differences of interaction and engagement in a smart classroom and a traditional classroom,” Sustainability, vol. 14, no. 13, p. 8184, 2022.

F. Keser Aschenberger, G. Radinger, S. Brachtl, C. Ipser, and S. Oppl, “Physical home learning environments for digitally-supported learning in academic continuing education during covid-19 pandemic,” Learning Environments Research, vol. 26, no. 1, pp. 97–128, 2023.

U. Farooq, “The design of a contemporary infrastructure for scalable and consistent virtual worlds,” Ph.D. dissertation, University of East Anglia, 2012, Last accessed in December 2023.

A. Ali, M. I. Ramay, and M. Shahzad, “Key factors for determining student satisfaction in distance learning courses: A study of Allama Iqbal Open University (AIOU) Islamabad, Pakistan,” Turkish Online Journal of Distance Education, vol. 12, no. 2, pp. 114–127, 2011.

U. Farooq and J. Glauert, “Integrating dynamic scalability into the Opensimulator framework,” Simulation Modelling Practice and Theory, vol. 72, pp. 118–130, 2017.

R. Wong, “When no one can go to school: does online learning meet students’ basic learning needs?,” Interactive learning environments, vol. 31, no. 1, pp. 434–450, 2023.

U. Farooq and J. Glauert, “Faster dynamic spatial partitioning in Opensimulator,” Virtual Reality, vol. 21, no. 4, pp. 193–202, 2017.

U. Farooq, I. Rabbi, K. Zia, S. Z. Israr, and M. Shereen, “Quicker re-allocation of regions in Opensimulator framework,” International Conference on Future Networks and Distributed Systems, 2018, pp. 3:1– 3:7.

X. A. Tilovberdiyevich, “Virtual reality in education (on the example of applications),” Journal of Pedagogical Inventions and Practices, vol. 16, pp. 29–31, 2023.

J. J. Lee and J. Hammer, “Gamification in education: What, how, why bother?,” Academic exchange quarterly, vol. 15, no. 2, p. 146, 2011.

F. Idris, Z. Hassan, A. Ya'acob, S. K. Gill, and N. A. M. Awal, “The role of education in shaping youth’s national identity,” Procedia-Social and Behavioral Sciences, vol. 59, pp. 443–450, 2012.

A. O. Elfakki, S. Sghaier, and A. A. Alotaibi, “An efficient system based on experimental laboratory in 3d virtual environment for students with learning disabilities,” Electronics, vol. 12, no. 4, p. 989, 2023.

R. Koster, “Ultima online,” http://www.uoherald.com/, 2023, Last accessed in December, 2023.

C. Gough, “Number of active video gamers worldwide from 2015 to 2023,” Statista, 2020.

Z. Lin, Z. Zhou, Y. Fang, D. Vogel, and L. Liang, “Understanding affective commitment in social virtual worlds: The role of cultural tightness,” Information & Management, vol. 55, no. 8, pp. 984–1004, 2018.

U. Farooq, M. Shereen, K. Zia, and I. Rabbi, “Reducing the impact of players’ transfer in managing scalable virtual worlds,” Multimedia Tools and Applications, vol. 81, no. 20, pp. 29423–29442, 2022.

S. Mystakidis, P. Mourtzis, and E. Tseregkouni, “Collaborative problem solving for in-depth conceptual knowledge in 3D virtual worlds,” 100 Ideas for Active Learning, 2022.

U. Farooq, I. Rabbi, S. Akbar, K. Zia, and W. U. Rehman, “The impact of design on improved learning in virtual worlds: an experimental study,” Multimedia Tools and Applications, vol. 81, no. 13, pp. 18033–18051, 2022.

S. Noreen, “Investigating client viewers of virtual worlds: An experimental study,” Master’s thesis, Qurtuba University of Science and Information Technology DI Khan Pakistan., March 2021.

The OpenSimulator Team, “OpenSimulator: Introduction, Features and Downloads,” http://opensimulator.org/wiki/Main Page, 2023, Last accessed in December, 2023.

Linden Lab, “The official website of Second Life,” www.secondlife.com, 2023, Last accessed in December 2023.

ActiveWorlds Inc., “Active worlds - home of 3D Internet,” https://www. activeworlds.com/, 2023, Last accessed in December, 2023.

S. Irum, “Designing an integrated environment for virtual world development frameworks,” Master’s thesis, Qurtuba University of Science and Information Technology DI Khan Pakistan., March 2023.

W. Handoko, E. Mizkat, A. Nasution, J. Eska et al., “Gamification in learning using quizizz application as assessment tools,” Journal of Physics: Conference Series, vol. 1783, no. 1., p. 012111, 2021.

U. Vellappan, L. Lim, and L. S. Yin, “Engaging Learning Experience: Enhancing Productivity Software Lessons with Screencast Videos”, Journal of Informatics and Web Engineering, Vol. 2, no. 2, pp. 189-200, 2023.

C. Susaie, C.K. Tan, and P.Y. Goh, “Learning Experience with LearnwithEmma”, Journal of Informatics and Web Engineering, Vol. 1, no. 2, pp.30-44, 2022.

P. Kuna, A. Haskovaa, and L. Borza, “Creation of virtual reality for education purposes,” Sustainability, vol. 15, no. 9, p. 7153, 2023.

A. Tlili, R. Huang, B. Shehata, D. Liu, J. Zhao, A. H. S. Metwally, H. Wang, M. Denden, A. Bozkurt, L.-H. Lee et al., “Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis,” Smart Learning Environments, vol. 9, no. 1, pp. 1–31, 2022.

M. Rymaszewski, Second life: The official guide. John Wiley & Sons, 2007.

Linden Lab Inc. (2023), “Learning in Metaverse: Educational presences in Second Life. Last accessed in December 2023. [Online]: https://secondlife.com/destinations/learning

Linden Research Inc. (2023), “Learning in Metaverse: University presences in Second Life,” Last accessed in December 2023. [Online]: https://secondlife.com/destinations/learning/universities

Linden Lab Inc. (2023), “Learning in Metaverse: Museums in Second Life,” Last accessed in December 2023. [Online]: https://secondlife.com/destinations/learning/museums

D. Martins, L. Oliveira, and A. C. Amaro, “The role of Second Life games in promoting cultural heritage,” International Conference on Information Technology & Systems. Springer, 2022, pp. 499–508.

Outworldz LLC. (2023), “User developed free OpenSim content,” Last accessed in December 2023. [Online]: https://www.outworldz.com/cgi/freesculpts.plx?q=OAR-

E. Intang, N. A. A. Zaki, and A. Yani, “Introducing adobe photoshop software tools among secondary school multimedia students by using augmented reality,” Journal of Engineering, Technology, and Applied Science (JETAS), vol. 5, no. 2, pp. 79–88, 2023.

H. Aulia, L. A. Manurung, M. S. Raihan, G. N. Akila, and A. Ikhwan, “Pengembangan metode pembelajaran interaktif berbasis adobe ilustrator dalam pembuatan desain poster pada smk telkom medan,” Jurnal Sains dan Teknologi (JSIT), vol. 3, no. 1, pp. 33–35, 2023.

C. Pottier, J. Petzing, F. Eghtedari, N. Lohse, and P. Kinnell, “Developing digital twins of multi-camera metrology systems in blender,” Measurement Science and Technology, vol. 34, no. 7, p. 075001, 2023.

Voicemaker Technologies Pvt. Ltd., “Voice maker - a text to voice converter,” https://voicemaker.in, 2023, La