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首页> 外文期刊>Computers in Human Behavior >Leveling up: Are non-gamers and women disadvantaged in a virtual world classroom?
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Leveling up: Are non-gamers and women disadvantaged in a virtual world classroom?

机译:升级:虚拟世界教室中的非游戏者和女性是否处于不利地位?

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摘要

Today's young garners are tomorrow's students who expect more immersion from their online learning experiences. Teachers and administrators, however, must ask are some students at a disadvantage in such a class and does gender play a role? We examine the degree to which gaming experience and gender influence sense of presence in a virtual world learning classroom. Feelings of presence are key to involvement in virtual worlds. Participants, 348 undergraduates, interacted within a custom designed virtual world classroom focusing business negotiation skills. Results reveal that while gaming experience gives a slight advantage, lack of previous software ownership and gender do not put learners at a disadvantage. This finding shows that non-garners and females can equally participate in a virtual world classroom, relieving concerns of adoption. (C) 2016 Elsevier Ltd. All rights reserved.
机译:今天的年轻学生是明天的学生,他们希望他们的在线学习经验能给人更多的沉浸感。但是,教师和管理人员必须问,在这样的课程中,有些学生处于不利地位吗?性别起着作用吗?我们研究了游戏体验和性别对虚拟世界学习教室中存在感的影响程度。存在感是参与虚拟世界的关键。参与者348名大学生在定制化的虚拟世界教室中进行了互动,重点讨论了业务谈判技巧。结果表明,尽管游戏体验略有优势,但缺乏先前的软件所有权和性别不会使学习者处于不利地位。这一发现表明,无论是女性还是非女性,都可以平等地参加虚拟世界的课堂,从而减轻了收养的担忧。 (C)2016 Elsevier Ltd.保留所有权利。

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