Virtual Representations in 3D Learning Environments
Miri Shonfeld,Miki Kritz +1 more
TL;DR: In this paper, the authors explored the extent to which virtual worlds can serve as online collaborative learning environments for students by increasing social presence and engagement, and they compared the appearance of avatars chosen by students from different countries and cultures through analysis of observations, questionnaires, and interviews.
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Abstract: This research explores the extent to which virtual worlds can serve as online collaborative learning environments for students by increasing social presence and engagement. 3D environments enable learning, which simulates face-to-face encounters while retaining the advantages of online learning. Students in Education departments created avatars that represented them at collaborative meetings and activities. The study examines students’ choice of Avatar appearance in relation to their own appearance and their prevailing social and cultural norms. It compares the appearance of avatars chosen by students from different countries and cultures through analysis of observations, questionnaires, and interviews. Does the user’s appearance affect his/her avatar’s appearance? Does the user’s culture affect his/her choice of avatar? Do 3D environments blur multicultural differences? Do similarities between students and their avatars contribute to their learning experience, and if so, in what way? Results indicate that although virtual 3D environments provide freedom, external contexts create powerful boundaries and expectations, leading many participants to seek a socially acceptable online appearance influenced by their cultural norms, as well as by online group identity. This study extends the dual-congruity perspectives of the Avatar Choice Model to a conceptual framework based on a quad-congruity perspective, including the importance of the online group and adding the constraining effect of offline culture and norms on virtual representations.
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Citations
Cuteness in avatar design: a cross-cultural study on the influence of baby schema features and other visual characteristics
Shiri Lieber-Milo,Yair Amichai–Hamburger,Tomoko Yonezawa,Komei Sugiura +3 more
TL;DR: Cute avatar design elicits higher positive attitudes and is influenced by cultural differences.
Novel 3D Contextual Interactive Games on a Gamified Virtual Environment Support Cultural Learning Through Collaboration Among Intercultural Students
Lizbeth Goodman,Xiaoqing Gu +1 more
TL;DR: In this article , a focus group consisting of newly arrived Chinese students and Irish students from an Irish university participated in this study and adopted mixed methods of qualitative and quantitative analysis to examine whether 3DCIGs effectively motivate the collaborative learning of intercultural students compared with text-based assignments set in the Game Play Rooms.
รูปแบบการเรียนรู้ในโลกเสมือนด้วยการเรียนรู้เชิงสถานการณ์เพื่อเสริมสร้างการคิดสร้างสรรค์ร่วมกันสำหรับนิสิตนักศึกษาครุศาสตร์ศึกษาศาสตร์
เทพยพงษ์ เศษคึมบง
TL;DR: รูปแบบการเรียนรู้ในโลกเสมือนด้วยการเรียนรู้เชิงสถานการณ์เพื่อเสริมสร้างการคิดสร้างสรรค์ร่วมกันสำหรับนิสิตนักศึกษาครุศาสตร์ศึกษาศาสตร์ ประกอบด้วย 7 องค์ประกอบ และ 3 ขั้นตอนหลัก
Knowledge Creation and Student Engagement Within 3D Virtual Worlds
Brian G. Burton,Barbara N. Martin +1 more
- 01 Jan 2017
TL;DR: In this paper, student conversations were recorded for analysis using Hara, Bonk, and Angeli's 2000 engagement framework and Nonaka and Takeuchi's 1995 knowledge creation theory.
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