from the article: "While previous studies have stressed the importance of feedback delivered by experts, it is unclear whether students' oral presentation competence can be fostered through innovative technology for delivering feedback. This experimental study examined the effectiveness of a virtual reality-based task, in which first-year undergraduate students practiced their presentation in a virtual environment and received feedback produced by the system, on their presentation competence components (i.e. cognition, behaviour and attitudes towards presenting). The effects were compared with a control condition, which was a face-to-face presentation task with expert feedback. The students’ performance was measured using pre- and post-test multiple-choice tests, validated rubrics, and self-evaluation instruments. Results revealed significant improvements from pre-test to post-test in all three presentation competence components, without a difference between the conditions. Furthermore, the self-evaluation tests showed that students who presented in virtual reality were appreciative of the detailed and analytical feedback they received. Because of sample size limitations, the effects found could not be generalised. Therefore, future research on a larger sample is needed to examine population effects. Follow-up studies should focus on the extent to which virtual reality-based tasks can encourage self-regulation skills for the effective and efficient integration of these tasks in presentation courses. "
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Many studies report changes taking place in the field of higher education, changes which present considerable challenges to educational practice. Educational science should contribute to developing design guidance, enabling practitioners to respond to these challenges. Design patterns, as a form of design guidance, show potential since they promise to facilitate the design process and provide common ground for communication. However, the potential of patterns has not been fully exploited yet. We have proposed the introduction of a task conceptualization as an abstract view of the concept chosen as central: the task. The choice of the constituting elements of the task conceptualization has established an analytical perspective for analysis and (re)design of (e)learning environments. One of the constituting elements is that of ‘boundary objects’, which has added a focus on objects facilitating the coordination, alignment and integration of collaborative activities. The presented task conceptualization is deliberately generic in nature, to ease the portability between schools of thought and make it suitable for a wide target audience. The conceptualization and the accompanying graphical and textual representations have shown much promise in supporting the process of analysis and (re)design and add innovative insights to the domain of facilitating the creation of design patterns.