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Group presence in virtual worlds: Supporting collaborative e-learning.

机译:在虚拟世界中的团队存在:支持协作式电子学习。

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摘要

Even though e-learning endeavors have significantly proliferated in recent years, current e-learning technologies provide poor support for group-oriented learning. The now popular virtual world's technologies offer a possible solution. Virtual worlds provide the users with a 3D - computer generated shared space in which they can meet and interact through their virtual representations. Virtual worlds are very successful in developing high levels of engagement, presence and group presence in the users. These elements are also desired in educational settings since they are expected to enhance performance.;The goal of this research is to test the hypothesis that a virtual world learning environment provides better support for group-oriented collaborative e-learning than other learning environments, because it facilitates the emergence of group presence. To achieve this, a quasi-experimental study was conducted and data was gathered through the use of various survey instruments and a set of collaborative tasks assigned to the participants. Data was gathered on the dependent variables: Engagement, Group Presence, Individual Presence, Perceived Individual Presence, Perceived Group Presence and Performance. The data was analyzed using the statistical procedures of Factor Analysis, Path Analysis, Analysis of Variance (ANOVA) and Multivariate Analysis of Variance (MANOVA).;The study provides support for the hypothesis. The results also show that virtual world learning environments are better than other learning environments in supporting the development of all the dependent variables. It also shows that while only Individual Presence has a significant direct effect on Performance; it is highly correlated with both Engagement and Group Presence. This suggests that these are also important in regards to performance. Developers of e-learning endeavors and educators should incorporate virtual world technologies in their efforts in order to take advantage of the benefit they provide for e-learning group collaboration.
机译:尽管近年来电子学习的努力已大大增加,但当前的电子学习技术为面向小组的学习提供的支持很差。现在流行的虚拟世界技术提供了可能的解决方案。虚拟世界为用户提供了3D-计算机生成的共享空间,用户可以在其中通过虚拟表示进行会面和交互。虚拟世界在提高用户的参与度,参与度和团队参与度方面非常成功。这些元素在教育环境中也是理想的,因为它们有望提高性能。本研究的目的是检验以下假设:虚拟世界学习环境比其他学习环境为面向小组的协作式电子学习提供更好的支持,因为它促进了团队存在的出现。为了实现这一目标,进行了一项半实验研究,并通过使用各种调查工具和分配给参与者的一组协作任务来收集数据。收集了以下因变量的数据:参与度,团队存在,个人存在,可感知的个人存在,可感知的团队存在和表现。使用因子分析,路径分析,方差分析(ANOVA)和方差多元分析(MANOVA)的统计程序对数据进行分析。;本研究为该假设提供了支持。结果还表明,虚拟世界学习环境在支持所有因变量发展方面比其他学习环境更好。这也表明,虽然只有个人存在才能对绩效产生重大的直接影响;它与参与度和团队存在度高度相关。这表明这些对于性能也很重要。电子学习活动的开发者和教育者应将虚拟世界技术融入他们的工作中,以便利用他们为电子学习小组协作提供的好处。

著录项

  • 作者单位

    Florida International University.;

  • 授予单位 Florida International University.;
  • 学科 Education Business.;Education Higher.
  • 学位 Ph.D.
  • 年度 2009
  • 页码 379 p.
  • 总页数 379
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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