2004
DOI: 10.1080/07421222.2004.11045780
|View full text |Cite
|
Sign up to set email alerts
|

Foundation for the Study of Computer-Supported Collaborative Learning Requiring Immersive Presence

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
47
0
2

Year Published

2006
2006
2024
2024

Publication Types

Select...
6
4

Relationship

0
10

Authors

Journals

citations
Cited by 75 publications
(53 citation statements)
references
References 74 publications
0
47
0
2
Order By: Relevance
“…Teaching or teacher presence was primarily found in literature and research involving online learning and 10 sources were included (Bangert, 2008;Fengfeng, 2010;Garrison, Cleveland-Inez, & Fung, 2010;Kornelson, 2006;Meijer, Korthagen, & Vasalos, 2009;Rodgers & RaiderRoth, 2006;Sharda et al, 2004;Shea & Bidjerano, 2009Shea & Vickers, 2010). The psychiatric/counseling search rendered 10 articles (Crane-Okada, 2012;Dunn, Callahan, Swift, & Ivanovic, 2013;Fraelich, 1989;Geller, 2001;Geller & Greenberg, 2002;Geller, Greenberg, & Watson, 2010;Granick, 2011, McCollum & Gehart, 2010Robbins, 1998;Tannen & Daniels, 2010).…”
Section: Resultsmentioning
confidence: 99%
“…Teaching or teacher presence was primarily found in literature and research involving online learning and 10 sources were included (Bangert, 2008;Fengfeng, 2010;Garrison, Cleveland-Inez, & Fung, 2010;Kornelson, 2006;Meijer, Korthagen, & Vasalos, 2009;Rodgers & RaiderRoth, 2006;Sharda et al, 2004;Shea & Bidjerano, 2009Shea & Vickers, 2010). The psychiatric/counseling search rendered 10 articles (Crane-Okada, 2012;Dunn, Callahan, Swift, & Ivanovic, 2013;Fraelich, 1989;Geller, 2001;Geller & Greenberg, 2002;Geller, Greenberg, & Watson, 2010;Granick, 2011, McCollum & Gehart, 2010Robbins, 1998;Tannen & Daniels, 2010).…”
Section: Resultsmentioning
confidence: 99%
“…Alavi & Leidner (2001) argued that only the action and performance resulting from learning can be observed and measured. Sharda et al (2004) established a classification for learning outcomes with three groups: 1) Psychomotor outcomes, which include accuracy, efficiency, and response magnitude; 2) Cognitive outcomes, which include knowledge, comprehension, application, and analysis; and 3) Affective outcomes, which include attitude, students' perception of satisfaction, and appreciation for the learning experience.…”
Section: Learning Outcomesmentioning
confidence: 99%
“…In this framework, VR features influence learning outcomes indirectly through the mediation of usability and psychological factors of learning experience such as presence, motivation, cognitive benefits, control and active learning, and reflective thinking. The model for immersive VR-based learning developed by Salzman et al (1999) provides a starting point for this framework and is supported by the technology mediated learning models of Alavi and Leidner (2001);Piccolli, Ahmad, & Ives (2001); Benbunan-Fich and Hiltz (2003), Sharda et al (2004) and Wan, Fang, & Neufeld (2007). The model of Salzman et al (1999) describes the importance of scrutinizing how VR features work together with other factors such as the concept that is to be learned, learner characteristics, the interaction and learning experience that influence the learning process (the kinds of information to which one attends), which in turn affects the learning outcomes (the person's level of understanding after the lessons have been completed).…”
Section: Introductionmentioning
confidence: 99%