Factors promoting the use of virtual worlds in educational settings
Bibliographic Data
| ID | 21297219 |
|---|---|
| Authors | Miri Shonfeld (0000-0002-2193-211X, Poriya Medical Center, corresponding author), Yoram Greenstein |
| Year | 2021 |
| Volume | 52 |
| Issue | 1 |
| Pages | 214-234 |
| Publication date | 2021-01-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | British Journal of Educational Technology (JOURNAL) |
| Journal identifiers | ISSN: 0007-1013 • E-ISSN: 1467-8535 |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1111/bjet.13008 |
| OpenAlex | W3043284449 |
| Language | EN |
| Citations received | 5 |
| References cited | 59 |
This paper focuses on student attitudes about using a virtual world (VW) learning platform. VWs allow students to meet via avatars and experience events that simulate real social experiences. It can also enhance student motivation, learning and collaboration. However, studies have reported that many students and teachers find VW difficult to use, and thus, do not adopt it. The current study sought to examine preservice teachers' experiences in VW in a multiple‐college course. The aims of the study were to focus on the possible difficulties and supporting factors affecting the present use of VW and identify factors affecting the future use of VW. Ninety‐nine Jewish and Arab students from eight teachers' colleges in Israel who participated in a VW learning experience completed an online questionnaire, which included items relating to their experience with computer games, difficulties and level of satisfaction with the course. Computer‐game experience, cultural background, technical difficulties and satisfaction with class management predicted the intention to use VW in the future. Possible practical and theoretical implications are discussed
Class (philosophy) · Mathematics education · Medical education · Metaverse · Pedagogy · Virtual reality · Computer Science · Educational Games and Gamification · Online and Blended Learning · Psychology · Virtual Reality Applications and Impacts
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| Unique citing works | 5 |
|---|---|
| Citations per year | 1,67 |
| Citation span | 2023 - 2025 (3) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 4 |