Journal of Interactive Learning Research
A Review of Groupware Evaluations
WETICE '00 Proceedings of the 9th IEEE International Workshops on Enabling Technologies: Infrastructure for Collaborative Enterprises
Systematic usability evaluation and design issues for collaborative virtual environments
Presence: Teleoperators and Virtual Environments
An analysis of communication mode in group support systems research
Decision Support Systems
Evaluating computer-supported cooperative work: models and frameworks
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
The usability of collaborative virtual environments and methods for the analysis of interaction
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
The life and death of online gaming communities: a look at guilds in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The validity of a virtual human experience for interpersonal skills education
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Situated practices of looking: visual practice in an online world
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Capturing and sharing memories in a virtual world
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
When is collaborating with friends a good idea? insights from design education
CSCL'09 Proceedings of the 9th international conference on Computer supported collaborative learning - Volume 1
Designing for User Engagment: Aesthetic and Attractive User Interfaces
Designing for User Engagment: Aesthetic and Attractive User Interfaces
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Collaborative problem solving was compared in SecondLife (SL) and Blackboard (BB) and both technologies were compared with a face-to-face (FTF) control condition. There were no performance differences overall, although FTF was quicker and preferred, followed by BB and SL. BB was perceived to be more usable, whereas SL provided better user experience. Worse performance was indicated by dislike of avatar interaction in SL, and poor user experience in BB, whereas better performance was associated with engagement with avatars, and better usability in BB. The affordances for collaboration in each technology are discussed, with reflections on the mixed methods approach using qualitative and quantitative data analysis.