Do not touch this during review process. (xxxx). 3D Virtual Learning

advertisement
Do not touch this during review process. (xxxx). 3D Virtual Learning Environments in Education: A Comparative Analysis.
Educational Technology & Society, xx (x), xx–xx.
3D Virtual Learning Environments in Education: A Comparative Analysis
I. Reisoglua, B. Topub, R. Yilmazb, T. Karakusb and Y. Goktas*
a
Karadeniz Technical University, Department of Computer and Instructional Technologies, Trabzon, Turkey, 61300,
Tel: 900462- 377-7109, ireisoglu_boteb@hotmail.com
b
Ataturk University, Department of Computer and Instructional Technologies, Erzurum, Turkey,
burcutopu@hotmail.com, rabia.kufrevi@gmail.com, turkan.karakus@gmail.com
*Corresponding Author, Ataturk University, Department of Computer and Instructional Technologies, Erzurum,
Turkey, Tel:90442-231-4047 yukselgoktas@atauni.edu.tr
Appendix
A.1. Researched Articles
1. Andreas, K., Tsiatsos, T., Terzidou, T., & Pomportsis, A. (2009). Fostering collaborative learning in Second
Life: Metaphors and affordances. Computers and Education, 55, 603-615.
2. Antonietti, A. & Cantoia, M. (2000). To see a painting versus to walk in a painting: an experiment on sensemaking through virtual reality. Computers and Education, 34, 213-223.
3. Alsina-Jurnet, I., Gutiérrez-Maldonado, J., & Rangel-Gómez, María-Virgina (2011). The role of presence in
the level of anxiety experienced in clinical virtual environments. Computers in Human Behavior, 27, 504–
512.
4. Bailey, F. & Moar, M. (2003). The VERTEX project: designing and populating shared 3D virtual worlds in
the primary (elementary) classroom. Computers and Graphics, 27, 353–359.
5. Barnes, S. J. (2011). Understanding use continuance in virtual worlds: Empirical test of a research model.
Information and Management, 48, 313–319.
6. Behm-Morawitz, E. (2013). Mirrored selves: The influence of self-presence in a virtual world on health,
appearance, and well-being. Computers in Human Behavior, 29, 119–128.
7. Bers, M. & Chau, C. (2010). The virtual campus of the future: stimulating and simulating civic actions in a
virtual world. J Comput High Educ, 22, 1–23. doi:10.1007/s12528-009-9026-3.
8. Berns , A. Gonzalez-Pardo, A., & Camacho, D. (2013). Game-like language learning in 3-D virtual
environments. Computers and Education, 60, 210–220.
9. Billieux, J., Linden, M. Van der, Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D., & Thorens, G.
(2013). Why do you playWorld of Warcraft? An in-depth exploration of self-reported motivations to play
online and in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior, 29, 103–109.
10. Bluemink, J., Hamalainen, R., Manninenc, T., & Jarvela, S. (2010). Group-level analysis on multiplayer game
collaboration: how do the individuals shape the group interaction? Interactive Learning Environments, 18(4),
365–383.
11. Bouta, H., Retalis, S., & Paraskeva, F. (2012). Utilising a collaborative macro-script to enhance student
engagement: A mixed method study in a 3D virtual environment. Computers and Education, 58, 501–517.
12. Bronack, S., Riedl, R., & Tashner, J. (2006). Learning in the Zone: A social constructivist framework for
distance education in a 3-dimensional virtual world. Interactive Learning Environments, 14(3), 219 – 232.
doi: 10.1080/10494820600909157
13. Buckingham, D. & Rodríguez, C. (2013). Learning about power and citizenship in an online virtual world.
Comunicar, 40, 49-57. doi: http://dx.doi.org/10.3916/c40-2013-02-05
ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the
copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies
are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned
by others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires
prior specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.
14. Bulu, S. T. (2012). Place presence, social presence, co-presence, and satisfaction in virtual worlds. Computers
and Education, 58, 154–161
15. Cheryan, S., Meltzoff, A. N., & Kim, S. (2011). Classrooms matter: The design of virtual classrooms
influences gender disparities in computer science classes. Computers and Education, 57, 1825–1835.
16. Chen, J. F., Warden, C.A., Wen-Shung Tai, D., Chen, Farn-Shing, & Chao, Chich-Yang (2011). Level of
abstraction and feelings of presence in virtual space: Business English negotiation in Open Wonderland.
Computers and Education, 57, 2126–2134.
17. Cheng, Y. & Ye, J. (2010). Exploring the social competence of students with autism spectrum conditions in
a collaborative virtual learning environment – The pilot study. Computers and Education, 54, 1068–1077.
18. Cheng, Y., Chiang, Hsuan-Chi, Ye, J., & Cheng, Li-hung (2010). Enhancing empathy instruction using a
collaborative virtual learning environment for children with autistic spectrum conditions. Computers and
Education, 55, 1449–1458.
19. Cheng, Y. & Wang, Shwu-Huey (2011). Applying a 3D virtual learning environment to facilitate student’s
application ability – The case of marketing. Computers in Human Behavior, 27, 576–584.
20. Cheong, D. (2010). The effects of practice teaching sessions in second life on the change in pre-service
teachers’ teaching efficacy. Computers and Education, 55, 868–880.
21. Childs, M., Schnieders, H. L., & Williams, G. (2012). “This above all: to thine own self be true”: ethical
considerations and risks in conducting Higher Education learning activities in the virtual world Second
Life™. Interactive Learning Environments, 20(3), 253-269.
22. Choi, B. & Baek, Y. (2011). Exploring factors of media characteristic influencing flow in learning through
virtual worlds. Computers and Education, 57, 2382–2394
23. Chow, M., Herold, D. K., Choo, Tat-Ming, & Chan, K. (2012). Extending the technology acceptance model
to explore the intention to use Second Life for enhancing healthcare education. Computers and Education, 59
, 1136–1144
24. De Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., & Poulovassilis, A. (2010). Learning as
immersive experiences: Using the four-dimensional framework for designing and evaluating immersive
learning experiences in a virtual world. British Journal of Educational Technology, 41(1), 69–85. doi:
10.1111/j.1467-8535.2009.01024.x
25. De Lucia, A., Francese, R., Passero, I., & Tortora, G. (2009). Development and evaluation of a virtual campus
on Second Life: The case of SecondDMI. Computers and Education, 52, 220–233.
26. Delwiche, A. (2006). Massively multiplayer online games (MMOs) in the new media classroom. Educational
Technology and Society, 9(3), 160-172.
27. DeNoyelles, A. & Seo, K. Kyeong-Ju (2012). Inspiring equal contribution and opportunity in a 3d multi-user
virtual environment: Bringing together men gamers and women non-gamers in Second Life. Computers and
Education, 58, 21–29.
28. Dickey, M. D. (2005). Three-dimensional virtual worlds and distance learning: two case studies of Active
Worlds as a medium for distance education. British Journal of Educational Technology, 36(3), 439–451. doi:
10.1111/j.1467-8535.2005.00477.x
29. Edirisingha, P., Nie, M., Pluciennik, M., & Young, R. (2011). Socialisation for learning at a distance in a 3D multi-user virtual environment. British Journal of Educational Technology, 40(3), 458–479. doi:
10.1111/j.1467-8535.2009.00962.x
30. Erlandson, B. E. Nelson, B. C., & Savenye, W. C. (2010). Collaboration modality, cognitive load, and science
inquiry learning in virtual inquiry environment. Education Tech Research Dev, 58, 693–710. doi
10.1007/s11423-010-9152-7
31. Esteves, M., Fonseca, B., Morgado, L., & Martins, P. (2011). Improving teaching and learning of computer
programming through the use of the Second Life virtual world. British Journal of Educational Technology,
42(4), 624–637. doi: 10.1111/j.1467-8535.2010.01056.x
32. Faiola, A., Newlon, C., Pfaff, M., Smyslova, O., & Faiola, A.(2013). Correlating the effects of flow and
telepresence in virtual worlds: Enhancingour understanding of user behavior in game-based learning.
Computers in Human Behavior, 29, 1113–1121.
ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the
copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies
are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned
by others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires
prior specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.
33. Farahmand, F., Yadav, A., & Spafford, E. H. (2013). Risks and uncertainties in virtual worlds: an educators’
perspective. J Comput High Educ, 25, 49–67. doi: 10.1007/s12528-013-9067-5
34. Feldon, D. F. & Kafai, Y. B. (2008). Mixed methods for mixed reality: understanding users’ avatar activities
in virtual worlds. Education Tech Research Dev, 56, 575–593. doi 10.1007/s11423-007-9081-2
35. Ferguson, R. (2011). Meaningful learning and creativity in virtual worlds. Thinking Skills and Creativity,
6,169–178.
36. Fields, D. A. & Kafai, Y.B. (2009). A connective ethnography of peer knowledge sharing and diffusion in a
tween virtual world. Computer-Supported Collaborative Learning, 4, 47–68. doi 10.1007/s11412-008-90571
37. Gilbert, R. L., Murphy, N. A., Krueger, A. B.. Ludwig, A. R., & Efron, T. Y. (2013). Psychological Benefits
of Participation in Three-dimensional Virtual Worlds for Individuals with Real-world Disabilities,
International Journal of Disability, Development and Education, 60(3), 208-224.
38. Gillen , J., Ferguson , R., Peachey, A., & Twining, P.(2012). Distributed cognition in a virtual world.
Language and Education, 26(2), 151-167.
39. Girvan, C. & Savage, T. (2010). Identifying an appropriate pedagogy for virtual worlds: A communal
constructivism case study. Computers and Education, 55, 342–349.
40. Girvan, C., Tangney, B., & Savage, T. (2013). SLurtles: Supporting constructionist learning in Second Life.
Computers and Education, 61, 115–132.
41. Grant, S. & Clerehan, R. (2011). Finding the discipline: Assessing student activity in Second Life.
Australasian Journal of Educational Technology, 27, 813-828.
42. Gregory, S. & Masters, Y. (2012). Real thinking with virtual hats: A role-playing activity for pre-service
teachers in Second Life. Australasian Journal of Educational Technology, 28, 420-440.
43. Goel, L., Junglas, I., Ives, B., & Johnson, N. (2012). Decision-making in-socio and in-situ: Facilitation in
virtual worlds. Decision Support Systems 52, 342–352.
44. Goel, L., Johnson, N. A., Junglas, I., & Ives, B. (2013). How cues of what can be done in a virtual world
influence learning: An affordance perspective. Information and Management, 50, 197–206.
45. Hansson, T. (2005). English as a Second Language on a Virtual Platform—Tradition and Innovation in a New
Medium, Computer Assisted Language Learning, 18(1-2), 63-79
46. Hasler, B. S., Tuchman, P., & Friedman, D. (2013). Virtual research assistants: Replacing human interviewers
by automated avatars in virtual worlds. Computers in Human Behavior, 29, 1608–1616.
47. Hauptman, H., & Cohen, A. (2011). The synergetic effect of learning styles on the interaction between virtual
environments and the enhancement of spatial thinking. Computers and Education, 57, 2106–2117.
48. Henderson, M., Huang, H., & Grant, S. (2012). The impact of Chinese language lessons in a virtual world on
university students' self-efficacy beliefs. Australasian Journal of Educational Technology, 28, 400-419.
49. Holmes, J. (2007). Designing agents to support learning by explaining. Computers and Education, 48, 523–
525.
50. Ibáñez, M. B., García, J. J., Galán, S., Maroto, D., Morillo, D., & Kloos, C. D. (2011). Design and
ımplementation of a 3D multi-user virtual world for language learning. Educational Technology and Society,
14(4), 2–10.
51. Jamaludin, A., Chee, Y. S., & Mei Lin Ho, C. (2009). Fostering argumentative knowledge construction
through enactive role play in Second Life. Computers and Education, 53, 317–329.
52. Jarmon, L., Traphagan, T., Mayrath, M., & Trivedi, A. (2009). Virtual world teaching, experiential learning,
and assessment: An interdisciplinary communication course in Second Life. Computers and Education, 53,
169–182.
53. Jauregi , K., Canto , S., de Graaff , R., Koenraad, T., & Moonen, M. (2011). Verbal interaction in Second
Life: towards a pedagogic framework for task design. Computer Assisted Language Learning, 24(1), 77-101.
54. Jelfs, A. & Whitelock, D. (2000). The notion of presence in virtual learning environments: what makes the
environment “real”. British Journal of Educational Technology, 31(2), 145–152. doi: 10.1111/14678535.00145
ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the
copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies
are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned
by others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires
prior specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.
55. Jin, Seung-A A. (2011). Leveraging avatars in 3D virtual environments (Second Life) for interactive learning:
the moderating role of the behavioral activation system vs. behavioral inhibition system and the mediating
role of enjoyment. Interactive Learning Environments, 19(5), 467–486.
56. Kennedy-Clark, S. (2011). Pre-service teachers’ perspectives on using scenario-based virtual worlds in
science education. Computers and Education, 57, 2224–2235.
57. Keskitalo, T., Pyykkö, E., & Ruokamo, H. (2011). Exploring the Meaningful Learning of Students in Second
Life. Educational Technology and Society, 14 (1), 16–26.
58. Ketelhut, D. J. (2007). The ımpact of student self-efficacy on scientific inquiry skills: An exploratory
investigation in river city, a multi-user virtual environment. Journal of Science Education and Technology,
16(1). doi: 10.1007/s10956-006-9038-y
59. Ketelhut, D. J., Nelson, B.C., Clarke, J., & Dede, C. (2010). A multi-user virtual environment for building
and assessing higher order inquiry skills in science. British Journal of Educational Technology, 41(1), 56–
68. doi: 10.1111/j.1467-8535.2009.01036.x
60. King, S. et al., (2012). Developing interprofessional health competencies in a virtual world. Med Educ Online,
17, 1-11.
61. Knutzena, K. B. & Kennedy, D. M. (2012). Designing the self: the transformation of the relational selfconcept through social encounters in a virtual immersive environment. Interactive Learning Environments,
20(3), 271–292.
62. Kuksa, I. & Childs, M.(2010). But a walking shadow: designing, performing and learning on the virtual stage,
Learning. Media and Technology, 35(3), 275-291.
63. Lee, S. (2013). Can Speaking Activities of Residents in a Virtual World Make Difference to Their SelfExpression? Educational Technology and Society, 16 (1), 254–262.
64. Lim, C. P., Nonis, D., & Hedberg, J. (2006). Gaming in a 3D multiuser virtual environment: engaging students
in Science lessons. British Journal of Educational Technology, 37(2), 211–231. doi: 10.1111/j.14678535.2006.00531.x
65. Lorenzo, C.M., Sicilia, M. Á., & Sánchez, S. (2012). Studying the effectiveness of multi-user immersive
environments for collaborative evaluation tasks. Computers and Education, 59, 1361–1376.
66. Luse, A., Mennecke, B., & Triplett, J. (2013). The changing nature of user attitudes toward virtual world
technology: A longitudinal study. Computers in Human Behavior, 29, 1122–1132.
67. Maher, C. & Corbit, M. (2002). Creating genetic applications for informal science learning in multi-user
virtual environments. Journal of Network and Computer Applications, 25, 295-308.
68. Mallan , K., Foth , M., Greenaway, R., & Young, G. T. (2010). Serious playground: using Second Life to
engage high school students in urban planning. Learning, Media and Technology, 35(2), 203-225.
69. Marsh, J. (2011). Young Children’s Literacy Practices in a Virtual World: Establishing an Online Interaction
Order. Reading Research Quarterly, 46(2), 101–118, dx.doi.org/10.1598/RRQ.46.2.1
70. Mayrath, M.C., Traphagan, T., Heikes, E.J., & Trivedi, A. (2011). Instructional design best practices for
Second Life: a case study from a college-level English course. Interactive Learning Environments, 19(2),
125–142.
71. McArdle, G. & Bertolotto, M. (2012). Assessing the application of three-dimensional collaborative
technologies within an e-learning environment. Interactive Learning Environments, 20(1), 57–75.
72. Merchant, G. (2010). 3D virtual worlds as environments for literacy learning, Educational Research, 52(2),
135-150.
73. Merchant, Z., Goetz, E. T., Keeney-Kennicutt, W. Kwok, Oi-man, Cifuentes, L., & Davis, T.J. (2012). The
learner characteristics, features of desktop 3D virtual reality environments, and college chemistry instruction:
A structural equation modeling analysis. Computers and Education, 59, 551–568.
74. Monahan, T., McArdle, G., & Bertolotto, M. (2008). Virtual reality for collaborative e-learning. Computers
and Education, 50, 1339–1353.
75. Mundkur, A. & Ellickson, C. (2012). Bringing the real world in: reflection on building a virtual learning
environment. Journal of Geography in Higher Education, 36(3), 369-384.
ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the
copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies
are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned
by others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires
prior specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.
76. Nelson, B. C. (2007). Exploring the use of individualized, reflective guidance ın an educational multi-user
virtual environment. Journal of Science Education and Technology, 16(1).
77. Okutsu, M., DeLaurentis, D., Brophy, S., & Lambert, J. (2013). Teaching an aerospace engineering design
course via virtual worlds: A comparative assessment of learning outcomes. Computers and Education, 60,
288–298
78. Oliver, M. & Carr, D. (2009). Learning in virtual worlds: Using communities of practice to explain how
people learn from play. British Journal of Educational Technology, 40(3), 444–457.
79. Omale, N., Hung, Wei-Chen, Luetkehans, L., & Cooke-Plagwitz, J. (2009). Learning in 3-D multiuser virtual
environments: Exploring the use of unique 3-D attributes for online problem-based learning. British Journal
of Educational Technology, 40(3), 480–495.
80. Park, H. & Seo, S. (2013). Effects of collaborative activities on group identity in virtual world, Interactive
Learning Environments, 21(6), 516-527.
81. Peppler, K., A. & Solomou, M. (2011). Building Creativity: Collaborative Learning and Creativity in Social
Media Environments. On The Horizon, 19(1), 13 - 23.
82. Peterson, M. (2006). Learner interaction management in an avatar and chat-based virtual world. Computer
Assisted Language Learning, 19(1), 79-103.
83. Peterson, M. (2009). Learner interaction in synchronous CMC: a sociocultural perspective. Computer Assisted
Language Learning, 22(4), 303-321.
84. Petrakou, A. (2010). Interacting through avatars: Virtual worlds as a context for online education. Computers
and Education, 54, 1020–1027.
85. Rico, M., Martínez-Muñoz, G., Alaman, X., Camacho, D., & Pulido, E. (2011). A programming experience
of high school students in a virtual world platform. International Journal of Engineering Education, 27(1).
86. Rogers, L. (2011). Developing simulations in multi-user virtual environments to enhance healthcare
education. British Journal of Educational Technology, 42(4), 608–615. doi: 10.1111/j.14678535.2010.01057.x
87. Sclater, M. & Lally, V. (2013). Virtual voices: Exploring creative practices to support life skills development
among young people working in a virtual world community. iJADE, 32(3).
88. Schifter, C. C., Ketelhut, D. J., & Nelson, B. C. (2012). Presence and middle school students' participation in
a virtual game environment to assess science inquiry. Educational Technology and Society, 15(1), 53–63.
89. Schmidt, M., Laffey, J. M., T. Schmidt, C., Wanga, X., & Stichter, J. (2012). Developing methods for
understanding social behavior in a 3D virtual learning environment. Computers in Human Behavior, 28, 405–
413.
90. Sierra, L. M. B., Gutiérrez, R.S., & Garzón-Castro, C. L. (2012). Second Life as a support element for learning
electronic related subjects: A real case. Computers and Education, 58, 291–302.
91. Shih, Ya-Chun & Yang, Mau-Tsuen (2008). A Collaborative Virtual Environment for Situated Language
Learning Using VEC3D. Educational Technology and Society, 11(1), 56-68.
92. Silvia, C., Jauregi, K., & Van Den Bergh, H. (2013). Integrating cross-cultural interaction through videocommunication and virtual worlds in foreign language teaching programs: is there an added value? ReCALL,
25(1), 105–121.
93. Siriaraya, P. & Siang Ang, C. (2012). Age differences in the perception of social presence in the use of 3D
virtual world for social interaction. Interacting with Computers, 24, 280–291.
94. Siyahhan, S., Barab, S. A., & James, C. (2011). Youth and the ethics of identity play in virtual spaces. Journal
of Interactive Learning Research, 22(1), 111-138.
95. Sullivan, F. R., Hamilton, C.E., Allessio, D. A., Boit, R. J., Deschamps, A. D., Sindelar, T., Ramos, G.E. V.,
Randall, A., Wilson, N., & Zhu, Y. (2011). Representational guidance and student engagement: Examining
designs for collaboration in online synchronous environments. Education Tech Research Dev, 59, 619–644.
doi 10.1007/s11423-010-9178-x
96. Susaeta, H., Jimenez, F., Nussbaum, M., Gajardo, I., Andreu, J. J., & Villalta, M. (2010). From MMORPG to
a classroom multiplayer presential role playing game. Educational Technology and Society, 13 (3), 257–269.
ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the
copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies
are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned
by others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires
prior specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.
97. Sutanto, J., Phang, C. W., Tan, C. H., & Lu, X. (2011). Dr. Jekyll vis-a`-visMr. Hyde: Personality variation
between virtual and real worlds. Information and Management, 48, 19–26.
98. Steinkuehler, C. & Duncan, S. (2008). Scientific habits of mind in virtual worlds. J Sci Educ Technol, 17,
530–543. doi 10.1007/s10956-008-9120-8
99. Thomas, D. & Hollander, J. B. (2010). The city at play: Second Life and the virtual urban planning studio,
Learning. Media and Technology, 35(2), 227-242.
100. Traphagan, T. W., Chiang, Yueh-hui V., Chang, H. M., Wattanawaha, B., Lee, H., Mayrath, M.C., Woo, J.,
Yoon, Hyo-Jin, Jee, M. J., & Resta, P. E. (2010). Cognitive, social and teaching presence in a virtual world
and a text chat. Computers and Education, 55, 923–936.
101. Tutwiler, M. S., Lin, Ming-Chao, & Chang, Chun-Yen (2012). Determining virtual environment ‘‘Fit’’: The
relationship between navigation style in a virtual field trip, student self-reported desire to visit the field trip
site in the real world, and the purposes of science education. J Sci Educ Technol, 22, 351–361. doi
10.1007/s10956-012-9398-4
102. Wang, C. X., Calandra, B., Hibbard, S. T., & Lefaiver, M.L. M. (2012). Learning effects of an experimental
EFL program in Second Life. Education Tech Research Dev, 60, 943–961. doi 10.1007/s11423-012-9259-0
103. Wang, Shwu-huey (2012). Applying a 3D situational virtual learning environment to the real world
business—an extended research in marketing. British Journal of Educational Technology, 43(3), 411–427.
doi: 10.1111/j.1467-8535.2011.01194.x
104. Warden, C. A., James, O. S., Ren, J. B., & Warden, A. R. (2013). Synchronous learning best practices: An
action research study. Computers and Education, 63,197–207.
105. Warren, S., Barab, S. A., & Dondlinger, M. J. (2008). A MUVE Towards PBL Writing: Effects of a digital
learning environment designed to improve elementary student writing. Journal of Research on Technology in
Education, 41(1), 121-147.
106. Wehner , A. K., Gump, A.W., & Downey, S. (2011). The effects of Second Life on the motivation of
undergraduate students learning a foreign language, Computer Assisted Language Learning, 24(3), 277-289.
107. White, D. & Cornu, Alison Le (2010). Eventedness and disjuncture in virtual worlds, Educational Research,
52(2), 183-196.
108. Wrzesien, M. & Raya, M. A. (2010). Learning in serious virtual worlds: Evaluation of learning effectiveness
and appeal to students in the E-Junior project. Computers and Education, 55, 178–187.
109. Xu, Y., Park, H., & Baek, Y. (2011). A new approach toward digital storytelling: an activity focused on
writing self-efficacy in a virtual learning environment. Educational Technology and Society, 14(4), 181–191.
110. Verhagen, T., Feldberg, F., Van Den Hooff, B., Meents, S., and Merikivi, J. (2012). Understanding users’
motivations to engage in virtual worlds: A multipurpose model and empirical testing. Computers in Human
Behavior, 28, 484–495.
111. Verhagen, T., Feldberg, F., Van Den Hooff, B., Meents, S., & Merikivi, J. (2011). Satisfaction with virtual
worlds: An integrated model of experiential value. Information and Management, 48, 201–207.
112. Zhang, H. (2013). Pedagogical challenges of spoken English learning in the Second Life virtual world: A case
study. British Journal of Educational Technology, 44(2), 243–254. doi:10.1111/j.1467-8535.2012.01312.x
113. Zuiker, S. J. (2012). Educational virtual environments as a lens for understanding both precise repeatability
and specific variation in learning ecologies. British Journal of Educational Technology, 43(6).
ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the
copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies
are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned
by others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires
prior specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.
Download