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Virtual Representations in 3D Learning Environments

机译:3D学习环境中的虚拟表示

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This research explores the affordances of virtual worlds to serve as an online collaborative learning place for students by increasing social presence and engagement (Resta & Shonfeld, in Press). Students from Education departments formed Avatars which represented them in collaborative meetings and activities. The research compares Avatars' appearance between students from different countries and cultures. Analysis of observations, questionnaires and interviews examine the ways participants use Avatars to represent themselves. Seeking educational opportunities in technology based learning environments, 3D environments enable learning, which simulates face to face encounters while retaining the advantages of online learning. The study examines the choice of students' Avatar appearance in relation to their appearance and their prevailing social and cultural norms. Does the user's appearance effects his/her Avatar's appearance? Does the user's culture effects 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 indicated that although virtual 3-Dimension environments provide freedom in appearance, external contexts create powerful boundaries and expectations, leading many participants to seek online social acceptable appearance influenced by their cultural norms, as well as by online group identity. This preferable appearance enhanced their learning experience by strengthening their ability to assimilate in the group and to succeed in collaborative group tasks. This study extends the dual-congruity perspectives of Avatar Choice Model (Suh, Kim & Suh, 2011) to a conceptual framework based on quad-congruity perspectives, adding the importance of online group (Martey & Consalvo, 2011) and focus on the constraining effect of offline culture and norms on virtual representations.
机译:这项研究探讨了虚拟世界的可供选择,通过增加社会存在和参与(Resta&Shonfeld,媒体)来作为学生的在线协同学习。教育部门的学生形成了头像,以合作会议和活动代表它们。该研究比较了不同国家和文化学生之间的头像的外观。观察,问卷和访谈的分析检查参与者使用头像代表自己的方式。在基于技术的学习环境中寻求教育机会,3D环境使得学习,它模拟面对面遇到,同时保留在线学习的优势。该研究探讨了学生的头像外观与其外表的选择及其普遍存在的社会和文化规范。用户的外表是否会影响他/她的头像的外观?用户的文化是否会影响他/她的化身? 3D环境模糊多元文化差异吗?学生和他们的头像之间的相似之处是否有助于他们的学习体验,如果是的话,以什么方式?结果表明,虽然虚拟3维度环境在外观方面提供自由,但外部背景营造出强大的边界和期望,领导许多参与者寻求受其文化规范影响的在线社会可接受的外观,以及在线集团的身份。这种优选的外观通过加强他们在集团中吸收的能力并在合作群体任务中取得成功,增强了他们的学习体验。本研究将Avatar Choice Models(SUH,Kim&Suh,2011)的双向光学视角扩展到基于四合唱度的角度的概念框架,增加了在线集团的重要性(Martey&Consalvo,2011)并专注于约束离线文化与规范对虚拟陈述的影响。

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