Learning Competencies Used In the U.S. Navy's Virtual Schoolhouse Learning Environment

Abstract

This study was initiated to identify and illustrate with a visual model the key student learning competencies that most fundamentally contribute to a students ability to achieve desired learning outcomes in a synchronous, dispersed virtual learning environment. We answered the following research questions: (1) which learning competencies can best be leveraged to support learning in a synchronous virtual-learning environment? (2) how can relevant learning competencies be transmitted to students during learning events? (3) which, if any, individual-level cognitive factors can be extracted during the pre-training phase that positively influence students learning processes? and (4) which learning competencies can be added to existing models on learning in virtual environments? By surveying students participating in the U.S. Navys Virtual Schoolhouse, we were able to attain and analyze quantitative data. We discovered that virtual world efficacy is a meta-competency composed of autonomous learning, multiple level operation, and collaborative adaptability. Our research findings suggest that a students capability to understand and learn in the virtual world is a broad competency and is a significant predictor of his/her success in the virtual environment. Based on our findings, we recommend a familiarity period to allow students to develop these competencies prior to their participation in virtual learning.

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Document Details

Document Type
Technical Report
Publication Date
Dec 01, 2016
Accession Number
AD1030717

Entities

People

  • Jennifer M. Bower
  • Jonathan R. Richmond

Organizations

  • Naval Postgraduate School

Tags

Communities of Interest

  • Autonomy
  • Ground and Sea Platforms
  • Human Systems
  • Space

DTIC Thesaurus Topics

  • Business Administration
  • Cognition
  • Computer Simulations
  • Computers
  • Department Of Defense
  • Distance Learning
  • Education
  • Instructors
  • Learning
  • Military Training
  • Psychology
  • Simulations
  • Students
  • Training
  • Virtual Reality
  • Web Browsers

Fields of Study

  • Computer science
  • Education

Readers

  • Organizational Process Management (OPM).
  • STEM Education
  • Team-Based Human-Centered Cognitive Task Decision Making and Information Performance.