International Journal of Virtual and Personal Learning Environments, 5(4), 17-27, October-December 2014 17
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ABSTRACT
Educational virtual worlds can give students opportunities that would not otherwise be possible in face-to-face
settings. The SciEthics Interactive simulations allow learners to conduct scientiic research and practice ethi-
cal decision-making within a virtual world. This study examined the in-world behaviors that identify students
who perceive learning in virtual worlds as effective. Participants include 53 students in higher education
coursework. This study indicated that there is a positive relationship between learning and a feeling of pres-
ence, speciically with avatar identiication. Movement in-world that is explorative and open is also correlated
to presence. These indings indicate if learning in virtual worlds is to be perceived as a worthwhile activity
by students, then learners require support to develop identiication with their avatar and to build a sense of
immersion within the virtual world.
In-World Behaviors and
Learning in a Virtual World
Larysa Nadolny, Iowa State University, Ames, IA, USA
Mark Childs, Faculty of Engineering and Computing, Coventry University, Coventry, UK
Keywords: Cross-Cultural Projects, Interdisciplinary Projects, Pedagogical Issues, Simulations, Virtual
Reality
INTRODUCTION
Three-dimensional, virtual worlds can provide
students with opportunities for exploration and
learning that would not otherwise be possible
in traditional classroom settings. They are
computer-generated environments in which
participants adopt an avatar, i.e. “a graphical
representation of a user within the environ-
ment which is under his or her direct control”
(Allbeck & Badler, 2002, p. 313) and employ
this avatar as a point of reference by moving
through a three-dimensional, navigable and
persistent space (Bell, 2008).
Virtual worlds made their mark in the
public realm, as indicated by their location on
Gartner’s Hype Cycle for Emerging Technolo-
gies (2007). Gartner routinely evaluates tech-
nologies from an IT research perspective and
virtual worlds were at the peak of the chart in
2007. At this time in the popular virtual world
Second Life, students were able to experience
a tsunami (National Oceanic and Atmospheric
Organization, 2009), train as a paramedic
(Conradi et al., 2009), learn how to stay healthy
(Boulos, Hetherington, & Wheeler, 2007), and
reenact characters within an ancient civilization
(Bogdanovych, Rodriguez-Aguilar, Simoff, &
Cohen, 2010).
DOI: 10.4018/IJVPLE.2014100102