Abstract

The main purpose of the present study is to predict the relationship between motivation , anxiety, perceived satisfaction and Second Life within asynchronous learning environment specifically in EFL course. Data of the present study were collected from undergraduate students - Sudan University of Technology and Science (SUST) in Sudan. The Questionnaire was conducted manually. Structural Equation Modelling (SEM) Version 16 and SPSS Version 11.5 were used. A hypothesized model was tested for model fit in the present study. The convergent validity and discriminant validity were conducted. The exogenous variables showed that Motivation was positively and significantly related to anxiety statistically level was 0.29 and Motivation was positively and significantly related to second life statistically level was 0.32 , anxiety positively and significantly related to Second Life statistically level was 0,25 whereas, perceived satisfaction was excluded in this study because did not satisfy statistical requirement. Therefore, the study was conducted in asynchronous learning environment, particularly in EFL course which is offered to undergraduate students at Deanship of Distance Education - Sudan University of Technology and Science (SUST) - Sudan.

Highlights

  • Nowadays. the use of Virtual worlds for educational purposes increasing dramatically

  • To 1.0 is acceptable fit .The structural model of the this study was estimated to determine the factors of present study motivation, perceived satisfaction, anxiety significantly influence second life, whereas perceived satisfaction was excluded because shown weak statistical significant .The result in general was yielded that a poor fit of the model which motivated the researchers to revise the model until figure out the fit model

  • This finding of the present study is supported by previous research studies such as, Wehner, et al (2011), which tested the relationship between motivation, anxiety and virtual worlds could be valuable resource to lower student anxiety and increase their motivation to learn a foreign language

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Summary

Introduction

Nowadays. the use of Virtual worlds for educational purposes increasing dramatically. The use of Virtual worlds for educational purposes increasing dramatically. The users in the second life enable to interact as an authentic world and communicate with each other through avatar. Second life offers on line virtual houses either the participants reside or rent in them. Second life is environment designed by 3D animation that appear in a real life world. The role of participants can more freely and share ideas as well as real life and chat and send messages. Baleikanli (2012), postulates that second life a play ground people can augment their interaction via constructive play /work, scientists and researchers examine and proof effectiveness of second life environment in teaching and learning. Learning environment that provides opportunities for learners to collaborate, to discuss new information SL has provides various merits learners active constructors of knowledge who bring their own needs, strategies and skills, beside that they constructs a perfect context to meet all such learners needs. learning environment that provides opportunities for learners to collaborate, to discuss new information

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