Diversity in information systems action research methods
European Journal of Information Systems
Network-Based Language Teaching: Concepts and Practice
Network-Based Language Teaching: Concepts and Practice
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Using Wiki technology to support student engagement: Lessons from the trenches
Computers & Education
Development and evaluation of a virtual campus on Second Life: The case of SecondDMI
Computers & Education
Fostering argumentative knowledge construction through enactive role play in Second Life
Computers & Education
Mediating Media Studies - Stimulating critical awareness in a virtual environment
Computers & Education
The evolution of social behavior over time in second life
Presence: Teleoperators and Virtual Environments
Educational virtual environments: A ten-year review of empirical research (1999-2009)
Computers & Education
A framework for the design and integration of collaborative classroom games
Computers & Education
Embedding virtual meeting technology in classrooms: two case studies
Proceedings of the 14th annual ACM SIGITE conference on Information technology education
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Low cost and significant advances in technology now allow instructors to create their own virtual learning environments. Creating social interactions within a virtual space that emulates the physical classroom remains challenging. While students are familiar with virtual worlds and video meetings, they are inexperienced as virtual learners. Over a nine year period we applied iterative cycles of action research through numerous large classes to systematically uncover attributes of success when executing synchronous learning in distributed environments. Findings show technology is not the source of problems; rather, difficulties emerge from human behaviors and their interactions with system features. We conclude with practical takeaway guidelines for video conferencing and immersive virtual environments and a model of nexus of control that elaborates software and classroom management attributes that can lead to successful execution.