Social presence and motivation in online environments: Second Life versus the Enocta Learning Management System/Adobe Connect

This study aims to compare the social presence and motivation of students taking a database II course using either the virtual world Second Life (SL) or the Enocta learning management system (LMS)/Adobe Connect. The study group consisted of 60 undergraduate sophomore students enrolled in a fully online computer programming program. Students were divided into two groups of 30. The first group was the experimental group taking the course on Second Life and the latter was control group taking the course through the Enocta LMS/Adobe Connect. A matching-only pre- and post-test control group design was applied. The data were collected through the Perceived Sociability Scale of Computer-Supported Collaborative Learning Environments (Sociability Scale) and the Motivated Strategies for Learning Questionnaire (MSLQ). The results of the study showed significant differences in motivation and social presence scores in favour of the students taking the course through Second Life.

[1]  Hüseyin Odabaş,et al.  Internet Tabanlı Uzaktan Eğitim ve Bilgi ve Belge Yönetimi , 2003 .

[2]  Scott D. Johnson,et al.  FACTORS THAT INFLUENCE STUDENTS’ DECISION TO DROPOUT OF ONLINE COURSES , 2019, Online Learning.

[3]  Eero Palomäki,et al.  Applying 3D Virtual Worlds to Higher Education , 2009 .

[4]  Steven Warburton,et al.  Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching , 2009, Br. J. Educ. Technol..

[5]  David A. Bray,et al.  Second Life and Other Virtual Worlds: A Roadmap for Research , 2007, Commun. Assoc. Inf. Syst..

[6]  Gilly Salmon,et al.  The future for (second) life and learning , 2009, Br. J. Educ. Technol..

[7]  D. Keegan On Defining Distance Education , 1980, Distance Education: International Perspectives.

[8]  Hatice Sancar Tokmak,et al.  Applying the context, input, process, product evaluation model for evaluation, research, and redesign of an online master’s program , 2013 .

[9]  Lina Morgado,et al.  Learning to teach in Second Life , 2009 .

[10]  David Bell,et al.  Learning from Second Life , 2009, Br. J. Educ. Technol..

[11]  Palitha Edirisingha,et al.  Socialisation for learning at a distance in a 3-D multi-user virtual environment , 2009, Br. J. Educ. Technol..

[12]  Özcan Erkan Akgün,et al.  The Validity and Reliability Study of the Turkish Version of the Motivated Strategies for Learning Questionnaire , 2004 .

[13]  Jonathan Steuer,et al.  Defining virtual reality: dimensions determining telepresence , 1992 .

[14]  Nicholas M. Omale Exploring the use of 3-D multi-user virtual environments for online problem-based learning , 2010 .

[15]  Anthony R. Artino,et al.  Review of the Motivated Strategies for Learning Questionnaire. , 2005 .

[16]  Seung-A. Annie Jin,et al.  Leveraging avatars in 3D virtual environments (Second Life) for interactive learning: the moderating role of the behavioral activation system vs. behavioral inhibition system and the mediating role of enjoyment , 2011, Interact. Learn. Environ..

[17]  Avani Trivedi,et al.  Instructional design best practices for Second Life: a case study from a college-level English course , 2011, Interact. Learn. Environ..

[18]  Nikolaos Avouris,et al.  Learning outcome, presence and satisfaction from a science activity in Second Life , 2016 .

[19]  Feihong Wang,et al.  Using Second Life to Assist EFL Teaching: We Do not Have to Sign in to the Program , 2012 .

[20]  D. Garrison ONLINE COMMUNITY OF INQUIRY REVIEW: SOCIAL, COGNITIVE, AND TEACHING PRESENCE ISSUES , 2019, Online Learning.

[21]  Yiping Lou,et al.  Learning to solve complex problems through between‐group collaboration in project‐based online courses , 2004 .

[22]  Lisa Gualtieri,et al.  Distance Learning , 1998, CHI Conference Summary.

[23]  Hans van Buuren,et al.  Measuring perceived sociability of computer-supported collaborative learning environments , 2007, Comput. Educ..

[24]  Saniye Tugba Bulu,et al.  Place presence, social presence, co-presence, and satisfaction in virtual worlds , 2012, Comput. Educ..

[25]  Umut Al,et al.  Web Tabanlı Uzaktan Eğitim Sistemleri: Sahip Olması Gereken Özellikler ve Standartlar , 2004 .

[26]  Yong Lu,et al.  Interaction and Social Presence in Technology-Mediated Learning: A Partial Least Squares Model , 2007, 2007 International Conference on Wireless Communications, Networking and Mobile Computing.

[27]  Sharon Kibbe Collins How E-Learning With Second Life, an Online Virtual World Technology System, Affects Teaching and Learning , 2013 .

[28]  Cem Balcikanli,et al.  Language Learning in Second Life: American and Turkish Students' Experiences. , 2012 .

[29]  Teresa Coffman,et al.  Utilizing Virtual Worlds in Education: The Implications for Practice , 2007 .

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

[31]  Nicholas Omale,et al.  Learning in 3-D multiuser virtual environments: Exploring the use of unique 3-D attributes for online problem-based learning , 2009, Br. J. Educ. Technol..

[32]  Helene Ahl Motivation in adult education: a problem solver or a euphemism for direction and control? , 2006 .

[33]  James Braman,et al.  Extending the Classroom through Second Life , 2009, J. Inf. Syst. Educ..

[34]  Norman E. Wallen,et al.  How to Design and Evaluate Research in Education , 1990 .