UNITE: Enhancing Students' Self-efficacy through the Use of a 3D Virtual World.
Jim ScullionGavin J. BaxterMark StansfieldPublished in: J. Univers. Comput. Sci. (2015)
Keyphrases
- virtual world
- virtual learning environments
- learning outcomes
- social context
- virtual environment
- game based learning
- student success
- learning experience
- science learning
- intrinsic motivation
- individual differences
- immersive environments
- college students
- virtual reality
- student learning
- face to face interactions
- mixed reality
- computer self efficacy
- high school students
- higher education
- physical world
- student engagement
- undergraduate students
- learning environment
- multi user
- e learning
- learning activities
- learning styles
- cognitive engagement
- social cognitive theory
- collaborative learning
- high school
- learning strategies
- university students
- control group
- intelligent tutoring systems
- distance education
- distance learning
- mobile learning
- virtual objects
- elementary school
- virtual humans
- virtual communities
- science education
- instructional strategies
- computer skills
- learning analytics
- teachable agent
- learning process
- blended learning