Investigating user experience in Second Life for collaborative learning |
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Authors: | Alistair Sutcliffe Amal Alrayes |
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Affiliation: | 1. University of Cyprus, Cyprus;2. NC State University, USA;1. Department of Occupational Therapy and Physiotherapy, Aalborg University Hospital, Hobrovej 18-22, 9000 Aalborg, Denmark;2. Clinical Nursing Research Unit, Aalborg University Hospital, Sdr. Skovvej 15, 9000 Aalborg, Denmark;3. Rotterdam University of Applied Sciences, P.O. Box 25035, 3001 HA Rotterdam, The Netherlands;4. Department of Tranzo, Scientific Center for Care and Welfare, Tilburg University, PO Box 90153, 5000 LE Tilburg, The Netherlands;5. Research Unit for Musculoskeletal Function and Physiotherapy, Institute for Sports Science and Clinical Biomechanics, University of Southern Denmark, Campusvej 55, DK-5230 Odense M, Denmark;6. Centre for Knowledge Based Practice, Bergen University College, Møllendalsveien 6, N-5009 Bergen, Norway;7. Research Centre for Prevention and Health, The Capital Region of Denmark, Glostrup Hospital, Ndr. Ringvej 57, Afsnit 84/85, 2600 Glostrup, Denmark;1. Department of Computer Science – Federal University of Minas Gerais (UFMG), Belo Horizonte, MG Brazil;2. Post-Graduation Program in Informatics – Pontifical Catholic University of Minas Gerais (PUC-MG), Belo Horizonte, MG Brazil;1. King Saud University,Riyadh, Saudi Arabia;2. Universiti Putra Malaysia, Serdang, Malaysia |
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Abstract: | Two studies on collaborative learning in Second Life are reported. The first is an ecological study of Second Life used in an undergraduate class, by observation, interviews, and limit surveys. Use of Second Life motivated students with good user experience, although they viewed it as a games technology. Second Life was used to prepare virtual meetings and presentations but not for online discussion, with Blackboard and especially Facebook providing collaborative support. In the second experimental study, the effectiveness and user experience with Second Life and Blackboard were compared, including a face-to-face control condition. There were no performance differences overall, although face-to-face was quicker and was preferred by users, followed by Blackboard and Second Life. Blackboard was perceived to be more usable, whereas Second Life provided a better user experience. Worst performance was indicated by dislike of avatar interaction in Second Life, and poor user experience in Blackboard, whereas better performance was associated with engagement with avatars, and better usability in Blackboard. The results of both studies are reviewed using Salmon's model for online learning, suggesting that Second Life helped motivation and socialisation stages, although integration with other technologies is necessary for knowledge construction. Preliminary guidelines are proposed for configuration and management of Second Life in collaborative learning. The affordances for collaboration in virtual worlds are discussed, with reflections on user experience and functional support provided by Second Life, as an exemplar of a virtual world for collaborative learning support. |
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