Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education
By Michele D. Dickey. British Journal of Educational Technology, 2005
594 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Education, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/ebd869940f88a64c818436ed0f8e5ce06b95284e
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Fotis Liarokapis
- Po-Han Wu
- Chi-Chang Chen
- Khe Foon Timothy Hew
- Gwo-Jen Hwang
- Genaro Rebolledo-Méndez
- George D. Magoulas
- Alexandra Poulovassilis
In Education
- Saniye Tugba Bulu
- Po-Han Wu
- Chi-Chang Chen
- Khe Foon Timothy Hew
- D. Student
- Trina J. Davis
- Wendy Keeney-Kennicutt
- S. Melchor-Couto
In Human-Computer Interaction
- Saniye Tugba Bulu
- D. Student
- Trina J. Davis
- Wendy Keeney-Kennicutt
- S. Melchor-Couto
- Gwo-Jen Hwang
- Lauren Cifuentes
- Sara de Freitas
Citations in the corpus
- What are the learning affordances of 3-D virtual environments? (2010, background): “…opportunities to adopt multiple perspectives, the importance of which is a key tenet of constructivist learning (Honebein, 1996; Jonassen, 1991, 1994), while the willed suspension of disbelief and emotional realism encourage them to engage in exploration, inquiry and risk taking (Dickey, 2005b).”
- Place presence, social presence, co-presence, and satisfaction in virtual worlds (2012, background): “…setting that mirror the real world " (Horizon, 2007); " networked desktop virtual reality in which users move and interact in simulated 3D spaces " (Dickey, 2005, p. 439) and " immersed .. 3D virtual environment in which a learner acts through an avatar to engage with the other avatars for the…”
- An online game approach for improving students' learning performance in web-based problem-solving activities (2012, methodology): “Most game-based learning researchers pay attention to students’ learning motivation, learning achievement, or flow experience of playing educational computer games for learning the subject materials (Chou & Ting, 2003; Dickey, 2005; Hsu & Lu, 2004; Omale, Hung, Luketkehans, & Cook-Plagwiz, 2009), wh”
- Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: A review of the research (2010, methodology): “D virtual environments (Dickey, 2005b).”
- Dynamicity of perceived willingness to communicate, motivation, boredom and anxiety in Second Life: the case of two advanced learners of English (2019, background): “These environments are described as anxiety-free ones where language learners can be “shielded” by their own personal avatars (Dickey, 2005; Melchor-Couto, 2018; Rosell-Aguilar, 2005).”
- Educational Video Game Design: A Review of the Literature (2007, background): “In another article, Dickey (2005) presented similar findings in case studies of two 3-D environments for courses in business computing and 3-D modeling, arguing that contextual elements such as a first person symbolic perspective and 3-D representations of space increase learners’ sense of presence ”
- Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis (2014, background): “The drastic reduction in the cost of technology and availability of high-speed Internet connection further increased the use of this less immersive form of virtual reality technology (Dickey, 2005; McLellan, 2004).”
- Foreign language anxiety levels in Second Life oral interaction (2016, background): “Future research on how specific FLA student profiles (low, average, high) respond to the use of VWs for oral interaction would be desirable.”
- Learning as immersive experiences: Using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world (2009, background): “The study was undertaken with ethical considerations and active consent from the participants.”