A VIRTUAL EDUCATION INTERVENTION TO APPROXIMATE HANDS-ON-LEARNING: VIA TASK-CENTERED LEARNING PRAXIS

au.legacy.Downloads2771
au.legacy.Handlehttp://hdl.handle.net/10791/381
au.legacy.Views1636
au.legacy.contributor_advisorDr. Aga Palalas (Athabasca University) Dr. Mohamed Ally (Athabasca University)
au.legacy.contributor_otherDr. Cindy Ives (Athabasca University)
au.legacy.contributor_otherDr. Bob Heller (Athabasca University)
au.legacy.contributor_otherDr. Nantha Kumar Subramaniam (Commonwealth of Learning)
dc.contributor.advisorPalalas, Agnieszka
dc.contributor.advisorAlly, Mohamed
dc.contributor.authorDoran, Mae
dc.contributor.otherIves, Cindy
dc.contributor.otherHeller, Bob
dc.contributor.otherSubramaniam, Nantha Kumar
dc.date.accessioned2022-04-30T03:22:29Z
dc.date.accessioned2026-07-02T18:29:52Z
dc.date.available2022-04-30T03:22:29Z
dc.date.issued2022-04-29
dc.description2022-06
dc.description.abstractAs yet, technology cannot offer online learners a way to physically touch real objects in a remote learning environment. The gap in provisioning hands-on learning virtually is widening due to the global population explosion and society's quantum move to a net-connected world. A conundrum is growing where organizations are bound to continue using existing equipment, labs, and worksites to teach physical hands-on skills yet need to move curriculum online. Further, the quality of the pedagogy vis-à-vis the needs of tech-oriented twenty-first century learners, as well as wide accessibility to many demographics at minimal cost, are factors of great concern. Microworld solutions are nascent and out-of-range for all but the most well-funded early adopters such as medical, military, aerospace, and gaming. With this situation in mind, held against the three vectors of the iron triangle of distance education — quality, affordability, and accessibility — I designed a pedagogical-technological intervention called HAvatar. It uses a human avatar to stand in for online learners for equipment-based skills acquisition so that existing facilities can reach online learners with little disruption. The intervention was evaluated using design-based research methodology in iterations grounded in task-centred learning theory criteria (quality) using existing real-world facilities and readily available retail technology (affordability) conducted with remote learners via broadband connectedness (accessibility). Data were collected via mixed methods with multiple data sources. Findings reported that the quality of HAvatar as a way to master hands-on equipment skills was high. The seven participants unanimously recommended that HAvatar be taken further into technical and vocational training organizations. A quantitative in-situ study on its efficacy would be a future recommendation. HAvatar could contribute to the field of distance education by providing a viable solution for virtual hands-on learning.
dc.identifier.urihttps://hdl.handle.net/2149/4099
dc.subjectVirtual Hands-on Learningen
dc.subjectTask-Centred Learningen
dc.subjectTask-Centred Instructional Designen
dc.subjectQuality Distance Education Pedagogyen
dc.subjectAvatar-Based Learningen
dc.subjectOnline Hands-on Learningen
dc.subjectSimulated Virtual Learningen
dc.subjectDesign-Based Researchen
dc.subjectProject-Based Learningen
dc.subjectProblem-Based Learningen
dc.subjectLearning-by-Doingen
dc.subjectSerious Gamingen
dc.subjectOnline Tactile Skillsen
dc.subjectPragmatism Paradigmen
dc.subjectEducation Interventionen
dc.subjectExperiential Learningen
dc.subjectOutcome-Based Integrationen
dc.subjectPrior Learning Activationen
dc.titleA VIRTUAL EDUCATION INTERVENTION TO APPROXIMATE HANDS-ON-LEARNING: VIA TASK-CENTERED LEARNING PRAXIS
thesis.degree.disciplineCentre for Distance Education
thesis.degree.grantorAthabasca University
thesis.degree.levelDoctor of Education (EdD) in Distance Education

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