Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
The influence of dynamic shadows on presence in immersive virtual environments
VE '95 Selected papers of the Eurographics workshops on Virtual environments '95
Measurement of presence and its consequences in virtual environments
International Journal of Human-Computer Studies
An experimental study on the role of touch in shared virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
VR '99 Proceedings of the IEEE Virtual Reality
Presence: Teleoperators and Virtual Environments
Designing Virtual Worlds
Engaging Learning: Designing e-Learning Simulation Games (Pfeiffer Essential Resources for Training and HR Professionals (Hardcover))
Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing Experience
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Flow in games (and everything else)
Communications of the ACM
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
The role of readiness factors in E-learning outcomes: An empirical study
Computers & Education
Usability Design and Psychological Ownership of a Virtual World
Journal of Management Information Systems
Virtual space and place: theory and test
MIS Quarterly
Analysis of students' behaviour in the web-based distance learning environment
CSCC'11 Proceedings of the 2nd international conference on Circuits, Systems, Communications & Computers
Usability Design and Psychological Ownership of a Virtual World
Journal of Management Information Systems
Attracted to or Locked In? Predicting Continuance Intention in Social Virtual World Services
Journal of Management Information Systems
The Effects of Self-Regulated Learning Processes on E-Learning Outcomes in Organizational Settings
Journal of Management Information Systems
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Abstract: E-learning has seen tremendous growth in recent years. More and more, university courses are now available online to a potentially global audience. However, a significant shortcoming of e-learning technologies has been poor support for group-oriented learning. We believe that virtual worlds offer a potential solution. Unlike videoconferencing (for instance), virtual worlds provide a shared visual space for students to meet and interact (via avatars). Not only do students share the quasi-realism of a 3D environment where participants can see and hear one another, they also have the capability to manipulate artifacts together. These factors provide a strong sense of group presence, which leads to engaging group learning interactions.