Effectiveness of collaborative learning with 3D virtual worlds

Virtual worlds have affordances to enhance collaborative learning in authentic contexts. Despite the potential of collaborative learning with a virtual world, few studies investigated whether it is more effective in student achievements than teacher-directed instruction. This study investigated the effectiveness of collaborative problem solving and collaborative observation using virtual worlds. Secondary school students ( n = 101) participated in the study as part of their coursework in three geography classes. This study found that collaborative problem solving and observation were more effective in facilitating and maintaining intrinsic motivation than teacher-directed instruction. Students in the collaborative observation condition outperformed those in the other conditions when it came to knowledge gains. Lastly, collaborative problem solving and observation were more beneficial for group performance than teacher-directed instruction. These results were discussed in regard to the impacts of interactive learning and the cognitive load of using virtual worlds. [ABSTRACT FROM AUTHOR]

[1]  Brian Magerko,et al.  The potential for scientific collaboration in virtual ecosystems , 2010 .

[2]  Manu Kapur Productive failure in mathematical problem solving , 2010 .

[3]  R. Mayer,et al.  Personalized messages that promote science learning in virtual environments , 2004 .

[4]  Feihong Wang,et al.  Second Life in education: A review of publications from its launch to 2011 , 2013, Br. J. Educ. Technol..

[5]  John Sweller,et al.  Cognitive Load Theory: Instructional Implications of the Interaction between Information Structures and Cognitive Architecture , 2004 .

[6]  Kasia Muldner,et al.  Comparing Learning from Observing and from Human Tutoring. , 2014 .

[7]  C. Hmelo‐Silver,et al.  Scaffolding and Achievement in Problem-Based and Inquiry Learning: A Response to Kirschner, Sweller, and Clark (2006) , 2007 .

[8]  Daniel L. Schwartz,et al.  The Emergence of Abstract Representations in Dyad Problem Solving , 1995 .

[9]  Michelene T. H. Chi,et al.  Observing Tutorial Dialogues Collaboratively: Insights About Human Tutoring Effectiveness From Vicarious Learning , 2008, Cogn. Sci..

[10]  Young Hoan Cho,et al.  The role of co-explanation and self-explanation in learning from design examples of PowerPoint presentation slides , 2013, Comput. Educ..

[11]  Young Hoan Cho,et al.  Physical and social presence in 3D virtual role-play for pre-service teachers , 2015, Internet High. Educ..

[12]  Leslie Jarmon,et al.  Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life , 2009, Comput. Educ..

[13]  A. E. Gottfried,et al.  Academic Intrinsic Motivation in Elementary and Junior High School Students. , 1985 .

[14]  Elli Pyykkö,et al.  Exploring the Meaningful Learning of Students in Second Life , 2011, J. Educ. Technol. Soc..

[15]  Elaine H. J. Yew,et al.  The process of problem‐based learning: what works and why , 2011, Medical education.

[16]  John K. Burton faculty member Second Life in education: A review of publications from its launch to 2011 , 2012 .

[17]  Paul Brna,et al.  Perfect presence: What does this mean for the design of virtual learning environments? , 2000, Education and Information Technologies.

[18]  Michelene T. H. Chi,et al.  Active-Constructive-Interactive: A Conceptual Framework for Differentiating Learning Activities , 2009, Top. Cogn. Sci..

[19]  E. Deci,et al.  Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. , 2000, The American psychologist.

[20]  David Hung,et al.  Authenticity in learning for the twenty-first century: bridging the formal and the informal , 2012 .

[21]  Min Jung Jee,et al.  Cognitive, social and teaching presence in a virtual world and a text chat , 2010, Comput. Educ..

[22]  Nikiforos M. Papachristos,et al.  Designing a Collaborative Learning Activity in Second Life - An Exploratory Study in Physics , 2010, 2010 10th IEEE International Conference on Advanced Learning Technologies.

[23]  Claudia L. Garzón-Castro,et al.  Second Life as a support element for learning electronic related subjects: A real case , 2012, Comput. Educ..

[24]  Barney Dalgarno,et al.  What are the learning affordances of 3-D virtual environments? , 2010, Br. J. Educ. Technol..

[25]  Richard Cox,et al.  Why observing a dialogue may benefit learning , 1998, J. Comput. Assist. Learn..