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

  • Clyde A. Warden
  • , James O. Stanworth
  • , Chi Cheng Chang*
  • *此作品的通信作者

研究成果: 雜誌貢獻期刊論文同行評審

24   連結會在新分頁中打開 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 12月 1

ASJC Scopus subject areas

  • 藝術與人文(雜項)
  • 人機介面
  • 一般心理學

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