Virtual Worlds: do we really need the third dimension to support collaborative learning?

The goal of Computer Supported Collaborative Learning (CSCL) is to enable students to work together, to emphasize and verify their knowledge by reciprocally interacting, and to reinforce their social dimension. Virtual Worlds provide several features to support informal communication and to create communities. They have been adopted by many universities and organizations to support distance learning. In this paper we report on an empirical study that assessed the value added by a Second Life based meeting system to a collaborative learning activity, as compared to a meeting system based on synchronous text-based communication. The experiment results show that the adoption of a 3D virtual environment does not either improve the perceived level of comfort with communication or introduce distraction during the activity, whereas the user perception of the feature offered is positive.

[1]  Daniel B. Horn,et al.  Grounding needs: achieving common ground via lightweight chat in large, distributed, ad-hoc groups , 2005, CHI.

[2]  Michael R. Macedonia Generation 3D: Living in Virtual Worlds , 2007, Computer.

[3]  Fabio Calefato,et al.  Supporting Synchronous Communication In Distributed Software Teams , 2009 .

[4]  J. Martin,et al.  Another world. , 1981, Community outlook.

[5]  Claes Wohlin,et al.  Experimentation in software engineering: an introduction , 2000 .

[6]  Mandee Tatum,et al.  Active Worlds , 2000, COMG.

[7]  Michael Rosenman Kathryn Merrick Mary Lou Maher,et al.  DESIGNWORLD: A MULTIDISCIPLINARY COLLABORATIVE DESIGN ENVIRONMENT USING AGENTS IN A VIRTUAL WORLD , 2006 .

[8]  Luca Chittaro,et al.  Web3D technologies in learning, education and training: Motivations, issues, opportunities , 2007, Comput. Educ..

[9]  Peter M. Chisnall,et al.  Questionnaire Design, Interviewing and Attitude Measurement , 1993 .

[10]  Daniela E. Damian,et al.  An exploratory study of facilitation in distributed requirements engineering , 2003, Requirements Engineering.

[11]  Robert W. Lindeman,et al.  Practicing What We Preach: IEEE VR 2009 Virtual Program Committee Meeting , 2009, IEEE Computer Graphics and Applications.

[12]  Christer Carlsson,et al.  DIVE A multi-user virtual reality system , 1993, Proceedings of IEEE Virtual Reality Annual International Symposium.

[13]  Anton Nijholt,et al.  Presenting in Virtual Worlds: An Architecture for a 3D Anthropomorphic Presenter , 2006, IEEE Intelligent Systems.

[14]  Genny Tortora,et al.  Development and evaluation of a virtual campus on Second Life: The case of SecondDMI , 2009, Comput. Educ..

[15]  Daniela E. Damian,et al.  On the Need for Mixed Media in Distributed Requirements Negotiations , 2008, IEEE Transactions on Software Engineering.

[16]  Andrea De Lucia,et al.  Development and evaluation of a system enhancing Second Life to support synchronous role-based collaborative learning , 2009 .

[17]  Anton Nijholt,et al.  Mixed reality participants in smart meeting rooms and smart home environments , 2007, Personal and Ubiquitous Computing.

[18]  J. D. Miller,et al.  Miramar: a 3D workplace , 2002, Proceedings. IEEE International Professional Communication Conference.

[19]  Jonathan Grudin,et al.  Meeting at the desktop: An empirical study of virtually collocated teams , 1999, ECSCW.

[20]  Daniela E. Damian,et al.  An Empirical Investigation on Text-Based Communication in Distributed Requirements Workshops , 2007, International Conference on Global Software Engineering (ICGSE 2007).

[21]  Moez Limayem,et al.  3D Social Virtual Worlds: Research Issues and Challenges , 2008, IEEE Internet Computing.