Journal of Network and Computer Applications
Argument-Based Negotiation and Conflict Resolution through Enactive Role Play in Second Life
Proceedings of the 2007 conference on Supporting Learning Flow through Integrative Technologies
New technology trends in education: Seven years of forecasts and convergence
Computers & Education
Proceedings of the 6th Balkan Conference in Informatics
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Using a framework of cognitive, social, and teaching presence, the nature of learning experiences in a three-dimensional virtual world environment (Second Life) and a text-chat learning environment without visuals (TeachNet) were investigated. A mixed method of code frequencies, coherence graphs, interviews, and a survey was used. The results revealed that the TeachNet debates included more cognitive presence codes that indicate higher levels of cognitive processing than in SL debates. The teams were significantly different from each other in the collaboration style for developing arguments and in the ways to use utterances associated with cognitive, social, and teaching presences, and the groups' collaboration style became more established with more experience with the tasks. The three critical factors-tool, tasks and group cohesion-that affect cognitive, teaching, and social presence are discussed.