Abstract
Educational virtual worlds can give students opportunities that would not otherwise be possible in face-to-face settings. The SciEthics Interactive simulations allow learners to conduct scientific research and practice ethical decision-making within a virtual world. This study examined the in-world behaviors that identify students who perceive learning in virtual worlds as effective. Participants include 53 students in higher education coursework. This study indicated that there is a positive relationship between learning and a feeling of presence, specifically with avatar identification. Movement in-world that is explorative and open is also correlated to presence. These findings indicate if learning in virtual worlds is to be perceived as a worthwhile activity by students, then learners require support to develop identification with their avatar and to build a sense of immersion within the virtual world.
Original language | English |
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Pages (from-to) | 17-27 |
Journal | International Journal of Virtual and Personal Learning Environments |
Volume | 5 |
Issue number | 4 |
DOIs | |
Publication status | Published - Oct 2014 |
Bibliographical note
This paper is not available on the repositoryKeywords
- Cross-cultural projects
- Interdisciplinary projects
- Pedagogical issues
- Simulations
- Virtual reality