skip to main content


Title: Support Remote Collaboration in Virtual Computer Labs
Computer labs are commonly used in computing education to help students reinforce the knowledge obtained in classrooms and to gain hands-on experience on specific learning subjects. While traditional computer labs are based on physical computer centers on campus, more and more virtual computer lab systems (see, e.g., [1, 2, 3, 4]) have been developed that allow students to carry out labs on virtualized resources remotely through the internet. Virtual computer labs make it possible for students to use their own computers at home, instead of relying on computer centers on campus to work on lab assignments. However, they also make it difficult for students to collaborate, due to the fact that students work remotely and there is a lack of support of sharing and collaboration. This is in contrast to traditional computer labs where students naturally feel the presence of their peers in a physical lab room and can easily work together and help each other if needed. Funded by NSF’s Division of Undergraduate Education, this project develops a collaborative virtual computer lab (CVCL) environment to support collaborative learning in virtual computer labs. The CVCL environment leverages existing open source collaboration tools and desktop sharing technologies and adds new functions unique to virtual computer labs to make it easy for students to collaborate while working on computer labs remotely. It also implements several collaborative lab models to support different forms of collaboration in both formal and informal settings. We have developed the main functions of the CVCL environment and begun to use it in classes in the Computer Science (CS) department at Georgia State University. While the original project focuses on computer labs in its traditional sense, the issue of lack of collaboration applies to much broader learning settings where students work on tasks or assignments on computers, with or without being associated with a lab environment. Due to the high mobility of students in modern campuses and the fact that many learning activities are carried out over the Internet, computer-based learning increasingly happen in students’ personal spaces (e.g., homes, apartments), as opposed to public learning spaces (e.g., laboratories, libraries). In these personal spaces, it is difficult for students to get help from classmates or teaching assistants (TAs) when encountering problems. As a result, collaborative learning is difficult and rare. This is especially true for urban universities such as Georgia State University where a significant portion of students are part-time students and/or commute. To address this issue, we intend to broaden the concept of “virtual computer lab” to include general computer based learning happening in “virtual space,” which is any location where people can meet using networked digital devices [5]. Virtual space is recognized as an increasingly important part of “learning spaces” and asks for support from both the technology aspect and learning theory aspect [5]. Collaborative learning environments that support remote collaboration in virtual computer labs would fill an important need in this broader trend.  more » « less
Award ID(s):
1712384
NSF-PAR ID:
10093418
Author(s) / Creator(s):
Date Published:
Journal Name:
ASEE 2019 - the 126th Annual Conference and Exposition, June 15-19, 2019
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. This Innovative Practice Work-In-Progress paper presents a collaborative virtual computer lab (CVCL) environment to support collaborative learning in cloud-based virtual computer labs. With advances of cloud computing and virtualization technologies, a new paradigm of virtual computer labs has emerged, where students carry out labs on virtualized resources remotely through the Internet. Virtual computer labs bring advantages, such as anywhere, anytime, on-demand access of specialized software and hardware. However, with current implementations, it also makes it difficult for students to collaborate, due to the fact that students are assigned separated virtual working spaces in a remote-accessing environment and there is a lack of support for sharing and collaboration. To address this issue, we develop a CVCL environment that allows students to reserve virtual computers labs with multiple participants and support remote real-time collaboration among the participants during a lab. The CVCL environment will implement several well-defined collaborative lab models, including shared remote collaboration, virtual study room, and virtual tutoring center. This paper describes the overall architecture and main features of the CVCL environment and shows preliminary results. 
    more » « less
  2. This project was designed to address three major challenges faced by undergraduate engineering students (UES) and pre-service teachers (PSTs): 1) retention for UESs after the first year, and continued engagement when they reach more difficult concepts, 2) to prepare PSTs to teach engineering, which is a requirement in the Next Generation Science Standards as well as many state level standards of learning, and 3) to prepare both groups of students to communicate and collaborate in a multi-disciplinary context, which is a necessary skill in their future places of work. This project was implemented in three pairs of classes: 1) an introductory mechanical engineering class, fulfilling a general education requirement for information literacy and a foundations class in education, 2) fluid mechanics in mechanical engineering technology and a science methods class in education, and 3) mechanical engineering courses requiring programming (e.g., computational methods and robotics) with an educational technology class. All collaborations taught elementary level students (4th or 5th grade). For collaborations 1 and 2, the elementary students came to campus for a field trip where they toured engineering labs and participated in a one hour lesson taught by both the UESs and PSTs. In collaboration 3, the UESs and PSTs worked with the upper-elementary students in their school during an after school club. In collaborations 1 and 2, students were assigned to teams and worked remotely on some parts of the project. A collaboration tool, built in Google Sites and Google Drive, was used to facilitate the project completion. The collaboration tool includes a team repository for all the project documents and templates. Students in collaboration 3 worked together directly during class time on smaller assignments. In all three collaborations lesson plans were implemented using the BSCS 5E instructional model, which was aligned to the engineering design process. Instruments were developed to assess knowledge in collaborations 1 (engineering design process) and 3 (computational thinking), while in collaboration 2, knowledge was assessed with questions from the fundamentals of engineering exam and a science content assessment. Comprehensive Assessment of Team Member Effectiveness (CATME) was also used in all 3 collaborations to assess teamwork across the collaborations. Finally, each student wrote a reflection on their experiences, which was used to qualitatively assess the project impact. The results from the first full semester of implementation have led us to improvements in the implementation and instrument refinement for year 2. 
    more » « less
  3. A key promise of adaptive collaborative learning support is the ability to improve learning outcomes by providing individual students with the help they need to collaborate more effectively. These systems have focused on a single platform. However, recent technology-supported collaborative learning platforms allow students to collaborate in different contexts: computer-supported classroom environments, network based online learning environments, or virtual learning environments with pedagogical agents. Our goal is to better understand how students participate in collaborative behaviors across platforms, focusing on a specific type of collaboration - help-giving. We conducted a classroom study (N = 20) to understand how students engage in help-giving across two platforms: an interactive digital learning environment and an online Q&A community. The results indicate that help-giving behavior across the two platforms is mostly influenced by the context rather than by individual differences. We discuss the implications of the results and suggest design recommendations for developing an adaptive collaborative learning support system that promotes learning and transfer. 
    more » « less
  4. Most chemical engineering core classes are best taught when students are exposed to a face-to-face learning/teaching environment. With the arrival of coronavirus disease 2019 (COVID-19), the whole education system and the setting were disrupted at Hampton University (HU). Traditional in-person face-to-face classes were forced to move to remote instructions to maintain a healthy and safe campus environment and minimize the spread of COVID-19 on campus and in the community. As an instructor teaching core courses and unit operations laboratory in the Department of Chemical Engineering, it was challenging to move completely virtual and deliver instructions remotely without affecting students' learning outcomes. However, with the appropriate modern technologies and adapting to the students' change and needs, online teaching can be done efficiently and can still have efficient learning outcomes. Various activities were introduced to make the online/virtual class environment engaging in developing technical and professional skills and inducing learning for students. Using the latest educational tools and online resources, formative assessments were conducted throughout the course in an effort to improve student learning and instructor teaching. In addition to that, innovative ways of technology were also used to evaluate student learning and understanding of the material for grading and reporting purposes. Many of the modern educational tools, including Blackboard Collaborate Ultra, Ka-hoot, linoit, surveys, polls, and chemical engineering processes’ simulations and videos were in-troduced to make the synchronous sessions interactive. Likert-like surveys conducted were anal-yses to gauge the effectiveness of incorporation of technology during remote learning. This paper describes the innovative use of technologies to adapt to the COVID-19 pandemic in the Chemical Engineering Classes. It will also explain the strategies to assess the mode of delivery efficacy and how to change the course of teaching to adapt to the students' changing needs. 
    more » « less
  5. This paper explains the design of a prototype desktop and augmented Virtual Reality (VR) framework as a medium to deliver instructional materials to the students in an introductory computer animation course. This framework was developed as part of a Teaching Innovation Grant to propose a cost-effective and innovative instructional frameworks to engage and stimulate students. Desktop-based virtual reality presents a 3-dimensional (3D) world using the display of a standard desktop computer available in most of the PC labs on campus. This is a required course at this university that has students not only from the primary department, but from other colleges/departments as well. Desktop VR has been chosen as a medium for this study due to the ease-of-access and affordability; this framework can be visualized and accessed with the available computers in PC labs available in university campuses. The proposed research is intended to serve as a low-cost framework that can be accessed by all students. The concepts of ‘computer graphics, modeling & animation’, instead of being presented using conventional methods such as notes or power point presentations, are presented in an interactive manner on a desktop display. This framework allows the users to interact with the objects on the display not only via the standard mouse and keyboard, but also using multiple forms of HCI such as Touchscreen, Touchpad, and 3D Mouse. Hence, the modules were developed from scratch for access via regular desktop PCs. Such a framework helps effective pedagogical strategies such as active learning (AL) and project-based learning (PBL), which are especially relevant to a highly lab-oriented course such as this course titled ‘Introduction to Animation’. Finally, the framework has also been tested on a range of VR media to check its accessibility. On the whole, this proposed framework can be used to not only teach basic modeling and animation concepts such as spatial coordinates, coordinate systems, transformation, and parametric curves, but it is also used to teach basic graphics programming concepts. Hence, instead of a touchscreen, the modules have to be developed from scratch for access via regular desktop PCs. Such a framework helps effective pedagogical strategies such as active learning (AL) and project-based learning (PBL), which are especially relevant to a highly lab-oriented course such as this animation course. 
    more » « less