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Supporting distributed team working in 3D virtual worlds: a case study in Second Life

机译:支持在3D虚拟世界中工作的分布式团队:《第二人生》中的案例研究

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Purpose- The purpose of this paper is to report on a study into how a three-dimensional (3D) virtual world (Second Life) can facilitate socialisation and team working among students working on a team project at a distance. This models the situation in many commercial sectors where work is increasingly being conducted across time zones and between multiple teams. Collaboration in these geographically distributed teams is virtual rather than through face-to-face interactions. The paper investigates how a virtual world such as Second Life compares to other collaboration tools such as instant messaging or Skype; and the challenges that students experience in becoming acquainted with and working in Second Life. Design/methodology/approach - The paper has employed a qualitative research methodology involving data collection through group interviews, epistolary (email) interviews and semi-structured individual interviews. The data have been analysed by applying the inductive analysis technique. Findings - The analysis is presented through answers to questions which educators may have about the effectiveness of virtual worlds in supporting collaboration in virtual teams. Research limitations/implications - The paper highlights the pedagogical role of 3D virtual worlds in supporting communication, team working and community building. The methodology will be of interest to researchers in the area of virtual worlds as there is little guidance in the literature about how to evaluate student experiences of these environments. Practical implications - The research reported in this paper is timely and significant in view of current business scenarios such as the challenges of a globally distributed work-place, the need to offer training to develop employees' skills of working in distributed environments and to meet changing market needs. Furthermore, the research will support the development of a coordinated response to the Leitch review of skills in the UK, which identified issues of resource-intensive travel, global warming and the need for businesses to be seen as "green" for customer attraction and retention. Originality/value - The paper discusses the role of 3D virtual worlds in supporting student team projects involving students who are geographically dispersed. The sense of visual presence and of place in a 3D world can make socialising in a virtual world, a more "human" experience than in 2D environments such as web sites, e-mail, wikis and blogs, and even phone or video-conferencing. The research reported in this paper could enhance uptake of 3D virtual worlds by organisations facing the challenges of facilitating socialisation and knowledge sharing in a distributed workforce.
机译:目的-本文的目的是报告有关三维(3D)虚拟世界(第二人生)如何促进远距离参与团队项目的学生中的社交和团队合作的研究报告。这模拟了许多商业领域中越来越多的跨时区和多个团队之间开展工作的情况。这些地理位置分散的团队之间的协作是虚拟的,而不是通过面对面的互动进行的。本文研究了诸如Second Life之类的虚拟世界与即时消息或Skype之类的其他协作工具的比较。以及学生熟悉和生活在第二人生中所面临的挑战。设计/方法/方法-本文采用了定性研究方法,涉及通过小组访谈,书信(电子邮件)访谈和半结构化个人访谈进行数据收集。通过应用归纳分析技术对数据进行了分析。调查结果-通过回答有关教育者可能对虚拟世界在支持虚拟团队合作中的有效性的问题的答案来进行分析。研究局限性/含义-该论文重点介绍了3D虚拟世界在支持交流,团队合作和社区建设方面的教学作用。该方法将对虚拟世界领域的研究人员感兴趣,因为在文献中几乎没有关于如何评估学生在这些环境中的经历的指导。实际意义-考虑到当前的业务场景,例如全球分布的工作场所所面临的挑战,需要提供培训以发展员工在分布式环境中的工作技能并满足不断变化的需求,本文中的研究是及时而重要的市场需求。此外,该研究将支持对英国的Leitch技能审查做出协调一致的回应,该审查确定了资源密集型旅行,全球变暖以及需要将企业视为吸引和留住客户的“绿色”问题。原创性/价值-本文讨论了3D虚拟世界在支持学生团队项目中所扮演的角色,这些项目涉及地理位置分散的学生。在3D世界中的视觉存在感和位置感可以使在虚拟世界中进行社交活动,比在2D环境(例如网站,电子邮件,Wiki和博客,甚至电话或视频会议)中更具“人类”体验。本文所报告的研究可能会提高组织在面临着促进分布式劳动力中的社会化和知识共享的挑战时对3D虚拟世界的吸收。

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