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3, JULY-SEPTEMBER 2017
Abstract—New ways of learning have emerged in the last years by using computers in education. For instance, many Virtual Learning
Environments have been widely adopted by educators, obtaining promising outcomes. Recently, these environments have evolved into
more advanced ones using 3D technologies and taking into account the individual learner needs and preferences. This focus has led a
shift to more personalized learning approaches, requiring that the environments adapt themselves to the learner. Then, many adaptive
3D environments have explored adaptive features to create new and enhanced learning experiences in different contexts. However,
very little is known about both what factors are involved with adaptive 3D environments to achieve learning benefits and what
assessment factors are present in current studies. For this reason, this review analyzes the recent publications on Adaptive 3D Virtual
Learning Environments. Findings have revealed that these environments have covered factors on defining the learner’s model, the
instructional strategies and contents, and the adaptations mechanisms. Nearly half of the environments have addressed thorough
assessments whereas the rest has not reported any evaluation at all. Moreover, when they report assessment, promising outcomes
have also been shown not only in multiple domains of knowledge but also at various stages of education. These findings indicate that
the field of Adaptive 3D Virtual Learning Environments is an active and ongoing area, and this study highlights several promising
directions and suggestions for future research.
Index Terms—Adaptive virtual environments, 3D virtual learning environments, personalized virtual environments
1 INTRODUCTION
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SCOTT ET AL.: ADAPTIVE 3D VIRTUAL LEARNING ENVIRONMENTS—A REVIEW OF THE LITERATURE 263
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264 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 10, NO. 3, JULY-SEPTEMBER 2017
it is the main source used by adaptive systems to achieve the features may change during the learner’s interac-
personalization of the learning. Thus, we analyze this factor tion with the environment. In this sense, the main
according to the approaches used for collecting, maintaining purpose of feature-based models is to track and
and conforming the learning model [14], [19]: represent an up-to-date state of the modeled fea-
tures. Hence, by considering features in a fine-
Explicit approach: this category refers to the variables grained way, the adaptive effect can be more suit-
in the learner model that have been collected using able for learners since it becomes less-general-
explicit approaches; that is, by directly eliciting data ized. Regarding how to model the information in
from the learner. For example, obtaining the
feature-based approaches, there are several tech-
student’s level of knowledge on a given topic using
niques such as the overlay approach, the use of
an online test is an explicit approach. Possible values
weighted vectors and the goal/task catalogs.
in this category can be the level of knowledge or
– Overlay: in this approach, the adaptive environ-
another phychophysiological index.
ments take into account the expert’s knowledge,
Implicit approach: this category defines the variables
usually representing it with a domain model.
that have been collected using implicit approaches;
On the other hand, the learner’s knowledge is
that is, by observing the learners’ tasks or actions in
regarded as a subset of the expert’s knowledge so
the environment so as to update the variables in a
that the learner’s knowledge is described through
transparent way. The values in this category include
user interaction, level of knowledge, and social interac- the knowledge of the expert. Therefore, the
tion, among others. domain model is crucial for the overlay approach
Maintenance: this refers to how to collect or update since it represents the knowledge in a structured
the data of the learner model to avoid a static learner way by decomposing the entire body of knowl-
profile. Under this category, we consider several edge into a set of elements. These smaller pieces
mechanisms such as the use of User Interface agents of knowledge allow for a more fine-grained adap-
that allow for collecting and updating the learner’s tation that may provide learners with more per-
model, the use of specific components built with spe- sonalized experiences. The overlay approach is
cial hardware, and the use of speech detection and one of the most popular ones in the contexts of
recognition using Natural Language Processing adaptive educational systems [20], and even there
(NLP) techniques. We label these mechanisms for are even generalized overlay models that allow
the maintenance of the learner’s model as monitor for modeling user features beyond knowledge.
agents, hardware components, and NLP techniques. – Weighted vectors: this approach has mainly
Learner modeling: in this category, we study the mech- focused on modeling user interests and has been
anisms used to represent the essential information of used by pioneer adaptive educational systems.
the learner. These mechanisms have a crucial role in In this approach, the predominant representation
adaptive environments since they behave differently of user interests is the weighted vector of key-
according to such model. It usually represents many words. That is, the learner’s interests are stored
types of information collected by explicit and/or in a vector that has information about how
implicit approaches such as level of knowledge, back- important are each of these are for the learner.
ground, user interaction, and individual traits. As Having this information, the environment can
these types are of different nature, they can be mod- match actions with the learner’s interests and
eled in different ways by means of several techniques. behave according to them.
Therefore, we relied on current literature to study the – Goal/task catalog: The learner’s current goal is usu-
following student model mechanisms [20], [21]: ally modeled with a goal catalog approach, which
– Stereotype: it is one of the oldest approaches to is similar to the overlay modeling. The main dif-
user modeling, but it is still used in adaptive ference with this approach is a pre-defined cata-
environments. The approach attempts to cluster log of possible user goals or tasks that the system
learners into several groups (stereotypes) accord- can recognize. This catalog is often a small set of
ing to some criteria; for example, according to a independent goals, yet some systems use a more
predefined stage in the system (level 1, level 2, advanced catalog in the form of a goal or task
level 3). Then, adaptive environments that use hierarchy. This way, the adaptive environments
stereotypes consider all the users that belong to can recognize the goals and mark them as the cur-
the same stereotype as equal, providing the same rent ones in the model. This allows the environ-
adaptive effect to each learner in the stereotype. ment to fire the adaptation rules that refer to
Since these stereotypes are used as a whole, possible user goals specified in the catalog.
achieving the adaptation in the environment
becomes simpler; however, stereotypes neglect 2.1.2 Defining the Instructional Strategies and Contents
learner features that can support a more fine- It involves selecting suitable strategies for the contents to be
grained adaptation. taught on the adaptive 3D VLEs. These strategies are rele-
– Feature-based: this approach attempts to model vant for them to determine the learning experience achieved
specific features of individual learners such by the learner. Moreover, these strategies and contents
as knowledge, interests, and goals. It is more along with 3D features can enhance the learning in a unique
dynamic since the approach considers that these way different from other learning environments. To include
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SCOTT ET AL.: ADAPTIVE 3D VIRTUAL LEARNING ENVIRONMENTS—A REVIEW OF THE LITERATURE 265
these potential learning benefits into the analysis, we con- worth noting that this taxonomy has its roots on hypermedia
sider the five potential learning features of 3D VLEs defined systems; nevertheless, as it has been shown by Hughes [22],
by Dalgarno & Lee [11]. To evaluate whether a study meets it is possible to use the same taxonomy for 3D environments.
or not each of the learning features, a feature-related ques- The categories are:
tion is asked for each of them.
Presentation: this category refers to three possible
Increased motivation and engagement. Have the authors ways of presenting contents to the user (i.e., the
of the adaptive 3D VLE reported any increase of the learner): multimedia and text.
learner’s motivation or engagement? Navigation: this category defines the main strategy to
Experiences that would be impractical or impossible. Does adapt the navigation of the user (i.e., the learner) in
the adaptive 3D VLE allow students for doing any the environment. Possible values in this category
learning task which otherwise would be impractical include direct guidance to the user, hiding/disabling/
or impossible in the real word? removing, highlighting, generating, and sorting objects
Enhanced spatial knowledge representation. Can the on the scene.
adaptive 3D VLEs enhance the spatial knowledge
representation of the explored domain to facilitate 2.2 Assessment Factors
any learning task? In the field of Adaptive 3D VLEs, the assessment of the
Contextualization of learning. Have the adaptive 3D environments is typically made by empirical studies. This
VLE reported any improvement on the transfer of kind of studies allows researchers to assess the environ-
knowledge and skills through the contextualization ments and verify their effectiveness on the learning of par-
of learning? ticular skills or the training on specific domains. The type of
Collaborative learning. Does the adaptive 3D VLE students that take part in the assessment of the environ-
have any collaborative learning feature? ments is assumed to be of the same type of students for
Furthermore, we focus on the instructional strategy as which these environments are designed for, and these types
another important feature of adaptive 3D VLEs. In fact, the usually vary according to the domain of knowledge
strategy, goals, and contents delivered to the learners are explored. For example, adaptive 3D VLEs designed to intro-
the key elements that distinguish learning environments duce elementary biology usually assist students in primary
from others, making them meaningful and adequate for education whereas those providing military training usu-
learning purposes [14], [16]. Thus, we analyze: ally consider adults as their target users. In this context, we
Instructional strategy: this category defines the possi- analyze the quality of assessment of such empirical studies
ble instructional strategies used in adaptive 3D by considering the following factors:
VLEs. These strategies refer to the method used by
the environment for achieving the learning objec- 2.2.1 Quality Assessment
tives pursued by the 3D VLEs. For instance, these We determine the quality of the assessment of each study by
objectives could be the teaching of some topic on sci- taking into account a set of criteria. This set is based on qual-
ence or the training on a particular specific skill. ity standards that have been defined by the NIH in the U.S.1
These strategies are critical in any educational sys- and the EPHPP in Canada2 for carrying out quality assess-
tem, and it is important that they are also motivating ments on other fields [23], [24]. Therefore, we analyze the
and engaging. Thus, the definition of the teaching following components:
strategy comprises determining both the teaching
goals and the most suitable method to achieve them The Outcome of Interest: first, we analyze whether
according to the learners’ characteristics. Possible researchers have carried out some evaluation on the
values in this category include game-based, simula- Adaptive 3D VLE that they propose. Additionally,
tion-based, and exploratory learning, among others. we classify publications according to the kind of eval-
Contents: the contents in the course are also critical uation sought by researchers. For instance, we con-
for the instructional strategy; thus, they have to be sider whether researchers seek learning outcomes,
defined accordingly to the strategy. For this reason, students’ perception of learning, or the usability of
we include this category to refer to the kind of con- the environment.
tent delivered by the adaptive 3D VLE such as inter- Selection Bias: we study whether participants are rep-
active 3D objects or 2D objects. resentative of the target population for what the
environment have been designed for. Then, we
2.1.3 Defining the Adaptation Mechanisms labeled the publications according to how they have
selected the participants. We consider three cases:
It involves the techniques used by the environments to adapt
participants randomly selected from a comprehen-
themselves according to the learner model and the instruc-
sive list of individuals in the target population; par-
tional strategies. Although the two latter ones are closely
ticipants referred from a source (e.g., a particular
related to the resulting learning experience, the adaptation course) in a systematic way; and participants
mechanisms are also responsible for it. Thus, we analyze
what mechanisms have been included in these environments
1. National Heart, Lung, and Blood Institute—https://www.nhlbi.
to achieve the adaptation. Moreover, we match these mecha- nih.gov/
nisms against a taxonomy defined by Brusilovsky [19]. It is 2. Effective Public Health Practice Project—http://www.ephpp.ca/
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SCOTT ET AL.: ADAPTIVE 3D VIRTUAL LEARNING ENVIRONMENTS—A REVIEW OF THE LITERATURE 267
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TABLE 2
Instructional Strategies and Contents Delivered by
Adaptive 3D VLEs
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SCOTT ET AL.: ADAPTIVE 3D VIRTUAL LEARNING ENVIRONMENTS—A REVIEW OF THE LITERATURE 269
TABLE 3 TABLE 4
Features Achieved by Adaptive 3D VLEs Adaptation Techniques Implemented in Adaptive 3D VLEs
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270 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 10, NO. 3, JULY-SEPTEMBER 2017
TABLE 5
Adaptation Mechanisms Implemented by Adaptive 3D VLEs
the difference between traditional games and virtual learn- 3.2 Findings on Assessment Factors
ing environments lies in that the latter bear a narrative not In this section, we analyze how the reviewed adaptive
only pursuing a learning objective but also providing the 3D VLEs have addressed their assessment. We include in
system with educational features. Along this line, authoring the analysis the quality assessment, the target students, and
tools are often based on the narrative theory [69], allowing the domains explored.
adaptive 3D VLE designers to create their own adaptation
rules by defining a storyline [29], [55], [57], [58], [59]. 3.2.1 Quality Assessment
The wide range of approaches aforementioned can be In this section, we analyze the results and methods used to
arranged into a taxonomy categorizing several adaptation evaluate the reviewed Adaptive 3D VLEs. First, we analyze
mechanisms [19]. Although this taxonomy is specifically whether studies report some kind of evaluation; then, we
designed for adaptive hypermedia approaches, Hughes analyze what outcome of interest have been sought by
et al. [22] have explored the similarities between hyperme- the researchers. Fig. 4 shows a pie chart with the findings.
dia approaches in the Brusilovsky’s taxonomy and 3D VLE Surprisingly, nearly half of the publications have reported
approaches. As a result, Hughes et al. highlight several the assessment of their proposed environments (19 publica-
adaptive techniques derived from hypermedia that are com- tions; 44.2 percent) [28], [30], [32], [34], [37], [40], [42], [43],
monly used to achieve the adaptation in 3D environments. [44], [47], [48], [50], [52], [53], [54], [57], [58], [59], [68]. Out
For this reason, we decide to include the taxonomy in the of them, seven (36.8 percent) [34], [43], [44], [47], [48], [52],
coding scheme to perform the analysis. Table 5 shows the [53] have sought learning outcomes, 15 (78.9 percent) [28],
taxonomy and the distribution of the adaptive mechanisms [34], [37], [40], [42], [43], [47], [48], [50], [52], [53], [54], [57],
used in the publications. The most common techniques are [58], [59], [68] students’ perceptions of learning, and six
the use of multimedia for learning objects (20 publications; (31.57 percent) [34], [43], [48], [52], [53], [62] both of them.
46.51 percent) [28], [29], [33], [34], [36], [39], [40], [44], [45], Moreover, three publications (15.7 percent) [28], [30], [32]
[46], [48], [58]; the use of canned text in 3D environments, have carried out other assessments such as predictions,
such as labels and information panels (16 publications; examples, and prototypes of the environments. Then, out
37.21 percent) [28], [35], [41], [44], [45], [47], [62]; and the the total number of publications showing assessment, we
processing of natural language in the environment, for analyze the set of criteria defined in Section 2.2.1. Table 6
both their recognition and synthesizing (four publications; summarizes the findings.
9.30 percent) [27], [28], [48], [49]. Moreover, most adaptive Regarding the selection bias, nearly three-quarters of the
3D VLEs offer a direct guidance that walks the learner studies with assessment (14 publications; 73.7 percent) [34],
through the scene according to their model (25 publications; [37], [40], [42], [43], [44], [48], [50], [52], [53], [54], [58], [59],
58.14 percent) [27], [28], [34], [35], [41], [46], [47], [48], [49], [68] have reported participants were students taken from
[54], [55], [56], [57], [58], [59], [60], [62]. Many approaches courses whereas three publications (15.8 percent) [28], [30],
address this guidance by means of hiding (15 publications; [57] have not reported any information about the selection
34.88 percent) [28], [29], [34], [39], [40], [46], [59], [60], sorting criteria. Only one publication (5.3 percent) [47] has reported
(one publication; 2.33 percent) [44], generating (two publica- that participants were randomly selected from the target
tions; 4.65 percent) [28], [33], and highlighting (three publica- population, and another study (5.3 percent) [32] has
tions; 6.98 percent) [29] 3D objects in the scene. informed that participants were self-referred. Furthermore,
All the approaches mentioned above suggest that differ- 13 publications (68.4 percent) [34], [37], [40], [42], [43], [44],
ent adaptation mechanisms can achieve many and meaning- [50], [52], [53], [54], [58], [59], [68] have described that most
ful results. These mechanisms implement several techniques part of the selected individuals (80 to 100 percent of the
in 3D environments ranging from simple ones such as individuals) agreed to participate whereas in the remaining
rule-based adaptation to AI approaches. Thus, it is clear that ones it is impossible to determine the proportion because of
the previous adaptive 3D VLEs have had to consider the the lack of information.
learner’s model to perform their adaptation of the instruc- Once the participants are selected, they are allocated
tional strategy and contents to be delivered. according to some experimental design. According to our
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SCOTT ET AL.: ADAPTIVE 3D VIRTUAL LEARNING ENVIRONMENTS—A REVIEW OF THE LITERATURE 273
is important for teachers since they can gain a better under- whether they are randomized or not. Dealing with the selec-
standing of how to use the environments in the classrooms. tion bias is an important issue of any study design, even for
In line with the second research question, findings the most robust ones. In fact, the reviewed publications
revealed that 3D VLEs also offer unique learning features have reported the use of several studies for obtaining results
that could not be achieved in real, 2D or hypermedia con- in the field. However, it is worth mentioning that research-
texts. As the most relevant ones, it is worth mentioning the ers should look for stronger designs such as randomized
increased intrinsic motivation and engagement and the control trials and cohort studies rather than only show the
enhanced spatial knowledge representation. Surprisingly, functionality of the environment by using prototypes.
there has been little discussion on how to include collabora- In addition to the study design, other components of the
tive features to adaptive 3D VLEs, yet this is a promising assessment are important to avoid bias. In this sense,
feature. Furthermore, there is a lack of studies showing how researchers on Adaptive 3D VLEs have neglected to report
to create, improve or deliver the syllabus of each subject the confounders variables considered, the blinding procedures
matter making the most of the 3D features. For some specific used, the precaution about the reliability and validity of the
domains such as physics, the contents are mainly delivered instruments taken, and the intervention integrity achieved.
by using simulations in which phenomena such as velocity These components should be considered in the analysis,
and gravity can offer successful learning experiences. In describing both percentages and reasons, in order to pro-
contrast, other domains such as language might require vide less-biased findings. Additionally, the improvement of
the use of metaphors among other resources to take a real the reporting of such components may clarify experimental
advantage of 3D environments. Thus, this study suggests issues that remain open in many publications.
that more research is needed to clarify these issues. Notwithstanding, these environments have helped to
Regarding the mechanisms to achieve the adaptation of the explore learning in many fields, such as science, engineering,
environment, a wide range of approaches are mentioned. An and e-commerce; and, in particular, authoring tools have
implication of this is the possibility of grouping the studies in allowed teachers to adjust the environments to specific fields
a taxonomy of hypermedia nature, showing how the same of study. This way, adaptive 3D VLEs are likely to become a
techniques can be adapted to be used in 3D environments. new promising tool to enhance learning in multiple domains
Moreover, most of the adaptive 3D VLEs use rule-based, of knowledge. However, it is important to keep in mind that
storyline or direct guidance techniques for achieving adapta- Adaptive 3D VLEs are not the ultimate solution for all the
tion. These techniques are probably the easiest to implement educational problems. In this sense, we suggest that adaptive
with current 3D technologies, yet they have shown promising mechanisms should be taken into account in educational
results. However, it is natural to suggest that new ways to environments, but some effort should be spent to ensure that
achieve adaptation could also be explored. By doing so, the such environments also adhere to general principles. For
use of more advanced techniques might allow for more accu- example, current studies have shown that learning could
rate adaptive behaviors. Examples of these techniques are the be significantly improved when both visual and verbal mate-
use of ontologies or case-based reasoning, both of them prov- rials are presented together, and also when coherence, redun-
ing to be effective in hypermedia contexts. dancy, and personalization are taken into account [73]. On the
So far, we have addressed the first two aforementioned whole, adaptive 3D VLEs are part of a promising but still
research questions through the findings of the methods deal- complex field since the diversity of the environments, espe-
ing with both the adaptive factors and the learning features. cially when they have a multi-domain scope, make their
Then, by analyzing the assessment factors of the reviewed assessment challenging.
Adaptive 3D VLEs, we discuss the third research question.
Findings revealed that the assessment is a major problem for
5 CONCLUSION
the field as more than a half of the publications have not
reported any kind of evaluation. Moreover, when research- This review shows current publications on Adaptive 3D
ers report assessment, they often analyze the students’ per- Virtual Learning Environments. For answering several
ceptions of learning. Although these perceptions are useful questions arising from this field, a systematic review meth-
indicators to understand the students’ point of view, they odology has been carried out covering not only the common
may not be reliable enough to determine the effectiveness of concerns on adaptive 3D VLEs but also their quality of the
the environment in terms of learning. For this reason, it is assessment. In this context, 43 studies in the field of adap-
important to consider learning outcomes in the assessment, tive 3D VLEs from the 2000-2014 period have been ana-
which have been sought by few publications. Assessments lyzed. As a result, findings have revealed significant
including not only the students’ perceptions of learning but implications for the understanding of current research on
also learning outcomes could also be more useful since their adaptive 3D VLEs.
complement provides thorough assessments. In further Findings showed that Adaptive 3D VLEs have used the
research, the use of stealth assessment could be a means of same methods than hypermedia systems to build the
improving the evaluation of Adaptive 3D VLEs since stu- learner’s model such as the explicit and implicit data collec-
dents need to be assessed in meaningful environments rather tion. It suggests that previous research on hypermedia and
than be measured through traditional exams [72]. web adaptive systems has served as the basis for defining
Regarding the selection of the participants for the stud- the learner model on adaptive 3D VLEs. Additionally, the
ies, publications have mainly reported the number of stu- focus has mainly been set on defining the learning model
dents participating. However, only a few studies have considering traditional data such as users’ level of knowl-
described the procedures used for selecting them as well as edge, age, and gender. In this sense, future research should
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274 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 10, NO. 3, JULY-SEPTEMBER 2017
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276 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 10, NO. 3, JULY-SEPTEMBER 2017
Ezequiel Scott received the systems engineer Marcelo Campo received the systems engineer
degree from the Universidad Nacional del Centro degree from the Universidad Nacional del Centro
de la Provincia de Buenos Aires (UNICEN), Tan- de la Provincia de Buenos Aires (UNICEN), Tandil,
dil, Argentina, in 2012. He is currently working Argentina, in 1988, and the PhD degree in computer
toward the PhD degree in computer science at science from the Instituto de Informa tica de la Uni-
UNICEN. Since 2012, he has been part of the ISI- versidad Federal de Rio Grande do Sul (UFRGS),
STAN Research Institute (CONICET—UNICEN), Brazil, in 1997. He is currently an associate profes-
where has worked on projects related to software sor with the Computer Science Department and
engineering, virtual reality, and games for educa- director of the ISISTAN Research Institute (CONI-
tion. His research interests include virtual learning CET—UNICEN). His research interests include
environments and agile methodologies. He has intelligent aided software engineering, software
obtained a scholarship from CONICET to com- architecture and frameworks, agent technology,
plete his doctoral studies. and software visualization.
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