Abstract
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.
Original language | English |
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Pages (from-to) | 210-219 |
Number of pages | 10 |
Journal | Computers in Human Behavior |
Volume | 65 |
DOIs | |
Publication status | Published - 2016 Dec 1 |
Keywords
- Gaming experience
- Gender
- Online education
- Open wonderland
- Virtual worlds
ASJC Scopus subject areas
- Arts and Humanities (miscellaneous)
- Human-Computer Interaction
- General Psychology