2015
DOI: 10.1016/j.iheduc.2015.01.002
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Physical and social presence in 3D virtual role-play for pre-service teachers

Abstract: a b s t r a c t a r t i c l e i n f oNumerous studies have explored the affordances of 3D virtual worlds. Although previous studies indicated that virtual worlds would be helpful for experiential and collaborative learning through enhancing physical and social presence, few studies have investigated what determines physical and social presence and what are their roles in learning and teaching in virtual worlds. The current study investigates the influences of individual differences such as age, gender, and epi… Show more

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Cited by 59 publications
(41 citation statements)
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“…A growing number of studies have interests in collaborative learning and problem solving in VWs (Cho et al , ; Dalgarno & Lee, ). Despite the potential of VWs, few studies have investigated the effectiveness of collaborative learning with VWs in K‐12 schools.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…A growing number of studies have interests in collaborative learning and problem solving in VWs (Cho et al , ; Dalgarno & Lee, ). Despite the potential of VWs, few studies have investigated the effectiveness of collaborative learning with VWs in K‐12 schools.…”
Section: Resultsmentioning
confidence: 99%
“…The virtual learning environment helps students to have the sense of presence and closely interact with people at a distance through 3D avatars. VWs have been used to support collaborative activities such as project‐based learning, argumentation, interdisciplinary communication and role‐play (Cho, Lim & Paik, ; Jarmon, Traphagan, Mayrath & Trivedi, ; Keskitalo, Pyykkö & Ruokamo, ). VWs enable students not only to communicate with each other at a distance but also to jointly carry out authentic tasks such as constructing a bridge in a virtual place (Keskitalo et al , ).…”
Section: Introductionmentioning
confidence: 99%
“…In similar studies of which study groups comprise of prospective teachers, it is stated that their self-efficacy levels in educational internet usage are medium-level (Kalay, Balay, & Adıgüzel, 2014;Topal & Akgün, 2015), their web pedagogic content knowledge level is high and there is a positive difference between their web pedagogic content knowledge and internet usage frequencies (Akgün, 2013 (Uzun, 2013) and their online learning motivations are high-level (Çakır & Horzum, 2015). Moreover, it is stated that augmented reality applications in which digital objects are offered together with real objects, increase the knowledge about the subject, teachers' academic success in 3d visual environments are higher (Cho, Yim, & Paik, 2015), it is difficult to prepare educative animation and to apply it to all subjects (Seçkin-Kapucu, Eren, & Yurtseven-Avcı, 2014). They also reshaped the education environment of technology, education besides affecting the type and nature of the material used in the course of the evaluation process and the results dimension.…”
Section: Discussion Conclusion and Suggestionsmentioning
confidence: 99%
“…3D virtual technology provides the user a real visual experience, and there are many pedagogical and learning research in recent years (Cho, Yim, & Paik, 2015;Chow, 2016;Yilmaz, Baydas, Karakus, & Goktas, 2015). 3D reality can make users more involved in the interaction, and gender will not influence how involved students are toward the interactivity but experience and spatial ability would (Yilmaz et al, 2015).…”
Section: Video Instructionmentioning
confidence: 99%