Abstract

Three-dimensional virtual environments have gained wide popularity due to improvement in graphic rendering technology and networking infrastructure. Many education institutions have been trying to leverage the potential of 3D virtual environments in their application in education. In this research, we aim to evaluate the students’ perception of virtual environments in teaching and learning activities. We set up a virtual classroom, where a short presentation was delivered to students through virtual projectors in Second Life, the most widely adopted 3D virtual environment. The students filled in a questionnaire after the class. We found that the students gave a statistically higher evaluation to 3D virtual environments in terms of satisfaction and enjoyment, while comparable scores between 3D and traditional learning environment in terms of concentration, perceived usefulness, and learning and understanding were obtained. Our results show that virtual learning environment is of great potential in e-learning. Some recommendations in using the virtual environment for learning activities are given.

Highlights

  • The advancement of 3D graphic rendering technology and networking infrastructure has made 3D virtual environment one of the most popular trends in the technology world

  • The worldwide success of 3D virtual environment such as Second Life and World of Warcraft shows the ultimate potential for entertainment and leisure purpose

  • As suggested by Tashiro and Dunlap (2007), 3D virtual worlds like Second Life can model the real world better than text-based or 2D environment, and enhance the realism, which could in return leads to better student engagement in learning activities

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Summary

Introduction

The advancement of 3D graphic rendering technology and networking infrastructure has made 3D virtual environment one of the most popular trends in the technology world. The technology advancement in network infrastructure and graphics technology in recent years has made virtual world learning more feasible. Virtual world learning utilizes rich 3D graphics to create a game-like learning environments for users. Today’s generation of university students grow up in a digital world with smartphones, the Internet, computers, and video games (Li, Chau, Wong, Lai, & Yip, 2013). These “Digital Natives” are very familiar with the latest information technologies. The virtual environment provides users an educational platform of higher learning autonomy (Field, 2007)

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