Goodness-of-fit techniques
Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
Awareness through fisheye views in relaxed-WYSIWIS groupware
GI '96 Proceedings of the conference on Graphics interface '96
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Computer Supported Cooperative Work
Virtual Human Representation and Communication in VLNet
IEEE Computer Graphics and Applications
GW '99 Proceedings of the International Gesture Workshop on Gesture-Based Communication in Human-Computer Interaction
Embodiments, avatars, clones and agents for multi-user, multi-sensory virtual worlds
Multimedia Systems - Special issue on multimedia and multisensory virtual worlds
A Role-Based Approach to Group Support in a Collaborative Learning Environment
ICALT '05 Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies
Second Life: The Official Guide
Second Life: The Official Guide
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Using Presence Questionnaires in Reality
Presence: Teleoperators and Virtual Environments
Developing a Web-enhanced course: a case study
FIE '00 Proceedings of the 30th Annual Frontiers in Education - Volume 02
Software—Practice & Experience
Fostering collaborative learning in Second Life: Metaphors and affordances
Computers & Education
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Proceedings of the 15th International Conference on Web 3D Technology
Integrating multidimensional means in e-learning
Proceedings of the second ACM international workshop on Multimedia technologies for distance leaning
Multilingual discussion in metaverse among students from the USA, Korea and Japan
KES'10 Proceedings of the 14th international conference on Knowledge-based and intelligent information and engineering systems: Part IV
International Journal of Web Based Communities
Understanding Web 2.0 service models: A knowledge-creating perspective
Information and Management
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Computers & Education
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Proceedings of the 23rd Australian Computer-Human Interaction Conference
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Computers & Education
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Computers & Education
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Proceedings of the 29th Annual European Conference on Cognitive Ergonomics
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International Journal of Web Based Communities
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Computers & Education
Investigating user experience in Second Life for collaborative learning
International Journal of Human-Computer Studies
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Computers & Education
Designing a Virtual Social Space for Language Acquisition
International Journal of Virtual and Personal Learning Environments
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Computers & Education
International Journal of Virtual and Personal Learning Environments
Lessons from the Virtual Campus: The Life and Death of a Second Life University
International Journal of Virtual Communities and Social Networking
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Transactions on Edutainment IX
Communication in virtual world: Second life and business opportunities
Information Systems Frontiers
Education and Information Technologies
Collaborative learning in multi-user virtual environments
Journal of Network and Computer Applications
Using 3D virtual environments to facilitate students in constructivist learning
Decision Support Systems
Receptive to bad reception: Jerky motion can make persuasive messages more effective
Computers in Human Behavior
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Video games and new communication metaphors are quickly changing today's young people habits. Considering the actual e-learning scenarios, embedded in a fully technological enabled environment it is crucial to take advantage of this kind of capabilities to let learning process gain best results. This paper presents a virtual campus created using Second Life which provides four distinct types of virtual space: common student campus, collaborative zones, lecture rooms and recreational areas. Second Life environments and objects have been designed and programmed to support synchronous lectures and collaborative learning. The Second Life virtual world has also been equipped with supporting tools enabling students and teachers to navigate among multimedia contents. Second Life and an ad-hoc developed Moodle plug-in have been integrated to naturally enrich the environment with LMS services, exploiting this 3D world to increase the interaction and communication opportunities between teachers and students, and among students, principally favoring planned and unplanned social encounters. We have conducted an experiment involving university students aiming at evaluating Second Life synchronous distance lectures in the proposed learning environment. The evaluation has been conducted considering that, in a 3D multi-user virtual environment, learning is strongly related to the user perception of belonging to a learning community, as well as to the perception of awareness, presence and communication. The results of the evaluation are very positive.