E-learning in Second Life: Opportunistic virtual spaces for social-collaborative or deep-reflective learning?

Yin Leng Theng*

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

This paper describes an exploratory study to investigate whether Second Life is a viable social space for e-learning. A total of 361 Second Life users took part in the online survey. We first developed a theoretical model based on Technology Acceptance Model linking the antecedents into the key factors using information acquired from an extended literature review. We then undertook a survey of Second Life users. Data collection was carried out via a self-reported questionnaire. Through the use of statistical tests, our findings showed that system-input efficacy and system-output efficacy were determinants of social-collaborative learning and deep-reflective learning, leading to perceived satisfaction of Second Life as a virtual space for e-learning.

Original languageEnglish
Title of host publicationProceedings of the IADIS International Conference e-Learning 2010, Part of the IADIS Multi Conference on Computer Science and Information Systems 2010, MCCSIS 2010
Pages73-80
Number of pages8
Publication statusPublished - 2010
Externally publishedYes
EventIADIS International Conference e-Learning 2010, Part of the IADIS Multi Conference on Computer Science and Information Systems 2010, MCCSIS 2010 - Freiburg, Germany
Duration: Jul 26 2010Jul 29 2010

Publication series

NameProceedings of the IADIS International Conference e-Learning 2010, Part of the IADIS Multi Conference on Computer Science and Information Systems 2010, MCCSIS 2010
Volume1

Conference

ConferenceIADIS International Conference e-Learning 2010, Part of the IADIS Multi Conference on Computer Science and Information Systems 2010, MCCSIS 2010
Country/TerritoryGermany
CityFreiburg
Period7/26/107/29/10

ASJC Scopus Subject Areas

  • Human-Computer Interaction
  • Software
  • Education

Keywords

  • Collaborative learning
  • E-learning
  • Second.Life
  • Social learning
  • Virtual space

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