درست کردن: آیا غیر بازیکنان و زنان از کلاس درس دنیای مجازی محروم هستند؟
Leveling up: Are non-gamers and women disadvantaged in a virtual world classroom?
نویسندگان |
این بخش تنها برای اعضا قابل مشاهده است ورودعضویت |
اطلاعات مجله |
www.journals.elsevier.comcomputers-in-human-behavior |
سال انتشار |
December 2016 |
فرمت فایل |
PDF |
کد مقاله |
1153 |
پس از پرداخت آنلاین، فوراً لینک دانلود مقاله به شما نمایش داده می شود.
چکیده (انگلیسی):
Today's young gamers 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-gamers and females can equally participate in a virtual world classroom, relieving concerns of adoption.
کلمات کلیدی مقاله (فارسی):
دنیای مجازی؛ آموزش آنلاین. تجربه بازی. جنسیت؛ سرزمین عجایب گسترش
کلمات کلیدی مقاله (انگلیسی):
Virtual worlds; Online education; Gaming experience; Gender; Open wonderland
پس از پرداخت آنلاین، فوراً لینک دانلود مقاله به شما نمایش داده می شود.