Leveling up: Are non-gamers and women disadvantaged in a virtual world classroom?

Clyde A. Warden, James O. Stanworth, Chi Cheng Chang

研究成果: 雜誌貢獻文章

6 引文 斯高帕斯(Scopus)

摘要

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.

原文英語
頁(從 - 到)210-219
頁數10
期刊Computers in Human Behavior
65
DOIs
出版狀態已發佈 - 2016 十二月 1

ASJC Scopus subject areas

  • Arts and Humanities (miscellaneous)
  • Human-Computer Interaction
  • Psychology(all)

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