2020
DOI: 10.1080/10494820.2020.1799025
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Novices’ instructional design problem-solving processes: Second Life as a problem-based learning environment

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Cited by 9 publications
(2 citation statements)
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“…Immediately before the COVID-19 pandemic, Savin-Baden ( 34 ) noted that ideally PBL should include practices such as gaming, emotional learning, playful learning as well as student-led cooperation in mentorship, technology support, and even co-production. The issues that this study faced are similar to those found in a recent study by Sancar-Tokmak and Dogusoy ( 35 ) who explored using SL to solve the high dropout rate in a Distance Learning Center. Although the learners could recognize the opportunities that SL could provide for PBL, they preferred alternative learning methodologies because of access and usability issues.…”
Section: Discussionsupporting
confidence: 66%
“…Immediately before the COVID-19 pandemic, Savin-Baden ( 34 ) noted that ideally PBL should include practices such as gaming, emotional learning, playful learning as well as student-led cooperation in mentorship, technology support, and even co-production. The issues that this study faced are similar to those found in a recent study by Sancar-Tokmak and Dogusoy ( 35 ) who explored using SL to solve the high dropout rate in a Distance Learning Center. Although the learners could recognize the opportunities that SL could provide for PBL, they preferred alternative learning methodologies because of access and usability issues.…”
Section: Discussionsupporting
confidence: 66%
“…This stems from the ability to access educational resources and interact with learning activities via a personal device, enabling students' learning autonomy and increasing their learning engagement and motivation. In addition, using m-technology in the educational field can support students' interaction and communication and bring about the completion of assignments, thereby enhancing the learning environment [9][10][11].…”
Section: Introductionmentioning
confidence: 99%