2012
DOI: 10.1016/j.ijhcs.2012.01.005
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Investigating user experience in Second Life for collaborative learning

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Cited by 50 publications
(40 citation statements)
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“…On the one hand, our results confirm that gratifications stimulate the use of Second Life in e-learning programs, and therefore, the potential of Second Life to carry out educational and training activities has been demonstrated. On the other hand, as a consequence of these findings, they indicate the opportunities for institutions of developing educational programmes via Second Life (Benetoli, Chen & Aslani, 2015;Grenfell, 2013;Lin et al, 2014;Sarac, 2014;Sutcliffe & Alrayes, 2012;Tiffany & Hoglund, 2014). In a similar way, this research has consolidated the idea that users seek gratifications when they decide to use this kind of social media (Joo & Sang, 2013).…”
Section: A C C E P T E D Accepted Manuscriptsupporting
confidence: 56%
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“…On the one hand, our results confirm that gratifications stimulate the use of Second Life in e-learning programs, and therefore, the potential of Second Life to carry out educational and training activities has been demonstrated. On the other hand, as a consequence of these findings, they indicate the opportunities for institutions of developing educational programmes via Second Life (Benetoli, Chen & Aslani, 2015;Grenfell, 2013;Lin et al, 2014;Sarac, 2014;Sutcliffe & Alrayes, 2012;Tiffany & Hoglund, 2014). In a similar way, this research has consolidated the idea that users seek gratifications when they decide to use this kind of social media (Joo & Sang, 2013).…”
Section: A C C E P T E D Accepted Manuscriptsupporting
confidence: 56%
“…This research has added weight to applying the Uses and Gratifications theory as a framework for explaining audience motives for using mass media, like Second Life (Benetoli et al, 2015;Grenfell, 2013;Lin, Wand, Grant, Chien & Lang, 2014;Sarac & Lina, 2014;Sutcliffe & Alrayes, 2012;Tiffany & Hoglund, 2014).…”
Section: A C C E P T E D Accepted Manuscriptmentioning
confidence: 99%
“…The recent emergence of MUVEs as a teaching and learning tool is "stemming largely from a set of socio-technical transitions such as wider access to broadband, the development of powerful technologies and platforms, the emphasis upon social and experiential interactions, and advances in the uses and applications of the internet" (de Freitas & Veletsianos, 2010, p. 3). They have received considerable attention as enhanced computer supported collaborative learning (CSCL) environments, with the expectation that they will provide an engaging and near face-to-face quality of interaction over distance (Sutcliffe & Alrayes, 2012). The most frequently used MUVEs for educational research are Active Worlds and Second Life (SL) (Bulu, 2012).…”
Section: Multi-user Virtual Environments: Technical Characteristics Amentioning
confidence: 99%
“…Some of the reviewed studies used participants from primary or secondary education (Hickey et al, 2009;Ketelhut et al, 2010;Lee et al, 2010). Others involved non-PBL activities (Beltrán Sierra et al, 2012;Bulu, 2012;Cobb et al, 2009;Dalgarno et al, 2009;Lee et al, 2010) or collaborative inquiry-based PBL activities (Hickey et al, 2009;Ketelhut et al, 2010;Sutcliffe & Alrayes, 2012). Also some studies did not use an experimental method (Bulu, 2012;Lee et al, 2010;Vrellis et al, 2010).…”
Section: Literature Reviewmentioning
confidence: 99%
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