Living digital: embodient in virtual worlds
The social life of avatars
Rest in peace, Bill the bot: death and life in virtual worlds
The social life of avatars
30 days in active worlds: community, design and terrorism in a virtual world
The social life of avatars
The long-term uses of shared virtual environments: an exploratory study
The social life of avatars
Social influence within immersive virtual environments
The social life of avatars
Meeting people vitually: experiments in shared virtual environments
The social life of avatars
The digital divide: status differences in virtual environments
The social life of avatars
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
Presence: Teleoperators and Virtual Environments
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
SLMeeting: supporting collaborative work in Second Life
AVI '08 Proceedings of the working conference on Advanced visual interfaces
Situated practices of looking: visual practice in an online world
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Development and evaluation of a virtual campus on Second Life: The case of SecondDMI
Computers & Education
Practicing What We Preach: IEEE VR 2009 Virtual Program Committee Meeting
IEEE Computer Graphics and Applications
Capturing and sharing memories in a virtual world
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Software—Practice & Experience
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
Experience Design: Technology for All the Right Reasons
Experience Design: Technology for All the Right Reasons
The effect of searching and surfing on recognition of destination images on Facebook pages
Computers in Human Behavior
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Two studies on collaborative learning in Second Life are reported. The first is an ecological study of Second Life used in an undergraduate class, by observation, interviews, and limit surveys. Use of Second Life motivated students with good user experience, although they viewed it as a games technology. Second Life was used to prepare virtual meetings and presentations but not for online discussion, with Blackboard and especially Facebook providing collaborative support. In the second experimental study, the effectiveness and user experience with Second Life and Blackboard were compared, including a face-to-face control condition. There were no performance differences overall, although face-to-face was quicker and was preferred by users, followed by Blackboard and Second Life. Blackboard was perceived to be more usable, whereas Second Life provided a better user experience. Worst performance was indicated by dislike of avatar interaction in Second Life, and poor user experience in Blackboard, whereas better performance was associated with engagement with avatars, and better usability in Blackboard. The results of both studies are reviewed using Salmon's model for online learning, suggesting that Second Life helped motivation and socialisation stages, although integration with other technologies is necessary for knowledge construction. Preliminary guidelines are proposed for configuration and management of Second Life in collaborative learning. The affordances for collaboration in virtual worlds are discussed, with reflections on user experience and functional support provided by Second Life, as an exemplar of a virtual world for collaborative learning support.