Abstract
AbstractThree-Dimensional Virtual Worlds (3DVW) have significant promise for the development of teaching and learning environments. Educational communities have become interested in such virtual platforms, and this technology has widely benefited educational settings. This study aims to identify the factors that drive the acceptance of 3DVWs as means for distance learning by higher education students, and provides a taxonomy of such drivers. A qualitative approach was employed for data collection to enable a detailed exploration. Two data collection instruments were used in the experiment: a virtual synchronous focus group and an open-ended question. One hundred twenty-one students participated in 13 virtual focus groups, and 124 students responded to the open-ended questions. Thematic analysis was used to analyse data, and as a result, 26 factors were identified as antecedents to the acceptance of 3DVW in higher education. Those factors are then classified into 12 categories based on their definition and similarities. Twenty-one out of the 26 factors impact the user acceptance of 3DVW positively, and five factors impact it negatively. The findings of this study indicate advances in theory, methodology, and pedagogical practice.
Funder
Southern Cross University
Publisher
Springer Science and Business Media LLC
Subject
Computer Science Applications,Human-Computer Interaction,Education,Mathematics (miscellaneous)
Reference56 articles.
1. Adler, C. L., & Zarchin, Y. R. (2002). The “virtual focus group”: Using the Internet to reach pregnant women on home bed rest. Journal of Obstetric, Gynecologic, & Neonatal Nursing, 31(4), 418–427.
2. Athanassopoulos, A., et al. (1999). A descriptive assessment of the production and cost efficiency of general hospitals in Greece. Health Care Management Science, 2(2), 97–106.
3. Banff, A., Julien, M., Duxbury, L., & Higgins, C. (2006). "beyond alternative work arrangements: perceived schedule flexibility as a moderator of work-life conflict."
4. Barfield, W., & Hendrix, C. (1995). The effect of update rate on the sense of presence within virtual environments. Virtual Reality, 1(1), 3–15.
5. Bell, M. (2008). "Toward a Definition of 'Virtual Worlds,'." Virtual Worlds Research: Past, Present and.
Cited by
1 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献