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Exploring the social presence in 3 d virtual learning environments
- 1. EsteveGonzález, V.; GisbertCervera, M.; GonzálezMartínez, J.
ARGET, Dept. Pedagogy, Universitat Rovira i Virgili (SPAIN)
The project:
1Learning scenarios in 3D VLE:
3
6
Results: 4
Conclusions:
Abstract: Multiuser virtual environments facilitate the design of learning methods based on immersive and
collaborative scenarios. In these environments, the concept of social presence, based on the social and
emotional projection of every user within the virtual learning environment, can have a positive impact on learning.
Therefore, the aim of this paper is to analyse the users’ social presence in a virtual world experience with 52
undergraduate students of Pedagogy, where they developed a series of activities related to a case study framed
for their future careers. Our results show the development of a clear positive social presence in the three main
categories: affective expression, open communication and group cohesion.
http://goo.gl/J5maB6 Ref. EDU201342223P
ECGBL2016: 10th European Conference on Games Based Learning 67 October 2016, Paisley, Scotland
More information:
Exploring the Social Presence
in 3D Virtual Learning Environments
Social actors' diversity
Embodiment
Information/Action persistence
Platform for the social practice
Social Presence is the sense of being with others and the
mode of being with others. Social presence was defined in
terms of affective expression, open communication and
group cohesion.
Learning situations constructed using 3D virtual
environment simulate realistic scenarios and may
immerse learners to practice their skills in contexts.
Some affordances of 3D VLE could enhance the learner
motivation and his/her social presence (SP):
Social Presence in 3D VLE:
Affective expression: It specially appears when the
students refer to the appearance of the avatar and
building resources. We found positive indicators of pride
and fun.
Open communication: The real world is little mentioned.
The found references to it are about evasion or
disconnection from the real world or representation of
reality.
Cohesion Group: No competition has been observed
among the group members or between different team
groups. It is observed that they help each other and
collaborate altogether. The initiative is also detected both
in the sense of making decisions as to ask for help.
Negative: I hardly feel there are other students
Positive: I recognize that there are other students
in the virtual environment
In reference to the group: My peers see me in the
virtual environment
Technology Applied in Education, Degree in Pedagogy
Participants: 52 students (12 male 40 female) | Age 23,5
(sd=3,44)
Scenario: Educational project
Components of SP, documented on the students’ notes
diary, were analysed:
Technology:
52