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Sense of Presence and Learning Satisfaction among Students of Different Age Groups in a 3-D Virtual World

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@article{IJASEIT4972,
   author = {Mohd Hishamuddin Abdul Rahman and Danakorn Nincarean Eh Phon and Nur Ichsan Utama and Noraffandy Yahaya and Noor Dayana Abd Halim and Shahreen Kasim},
   title = {Sense of Presence and Learning Satisfaction among Students of Different Age Groups in a 3-D Virtual World},
   journal = {International Journal on Advanced Science, Engineering and Information Technology},
   volume = {9},
   number = {2},
   year = {2019},
   pages = {711--716},
   keywords = {virtual world, multi-user virtual environment, presence, satisfaction},
   abstract = {

Virtual worlds are growing in popularity very quickly. This growing popularity of 3-dimensional (3-D) virtual worlds has drawn attention from educationists. Today, 3-dimensional (3-D) virtual worlds are exploited for online and virtual learning. Unlike the common online learning platforms, a virtual world environment closely resembles a 3-D video games environment. Thus the age of students might affect their sense of presence, interaction, and satisfaction in the said environment. Hence this study was conducted to investigate whether there are differences between students of different age groups on their sense of presence (place presence, social presence, and co-presence) and their learning satisfaction. The study was carried out for six weeks and involved 33 part-time diploma students with the use of interview and questionnaires as instruments. In this study, the researcher developed our own 3-D virtual world, known as ViEW, by using the Open Wonderland open source virtual world program. A nonparametric Mann-Whitney U analysis was applied to explore the differences between young and senior participants in terms of their sense of place presence, social presence, co-presence, and learning satisfaction. The results indicated significant differences between young and senior students in terms of place presence, co-presence, and learning satisfaction, but no differences were identified for social presence. These results might be in regard with the means of conducted the learning, which were in the forms of cooperative and synchronous learning by utilizing audio communication most of the time. Several recommendations for future research related to the study were also provided.

},    issn = {2088-5334},    publisher = {INSIGHT - Indonesian Society for Knowledge and Human Development},    url = {http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=4972},    doi = {10.18517/ijaseit.9.2.4972} }

EndNote

%A Abdul Rahman, Mohd Hishamuddin
%A Eh Phon, Danakorn Nincarean
%A Utama, Nur Ichsan
%A Yahaya, Noraffandy
%A Abd Halim, Noor Dayana
%A Kasim, Shahreen
%D 2019
%T Sense of Presence and Learning Satisfaction among Students of Different Age Groups in a 3-D Virtual World
%B 2019
%9 virtual world, multi-user virtual environment, presence, satisfaction
%! Sense of Presence and Learning Satisfaction among Students of Different Age Groups in a 3-D Virtual World
%K virtual world, multi-user virtual environment, presence, satisfaction
%X 

Virtual worlds are growing in popularity very quickly. This growing popularity of 3-dimensional (3-D) virtual worlds has drawn attention from educationists. Today, 3-dimensional (3-D) virtual worlds are exploited for online and virtual learning. Unlike the common online learning platforms, a virtual world environment closely resembles a 3-D video games environment. Thus the age of students might affect their sense of presence, interaction, and satisfaction in the said environment. Hence this study was conducted to investigate whether there are differences between students of different age groups on their sense of presence (place presence, social presence, and co-presence) and their learning satisfaction. The study was carried out for six weeks and involved 33 part-time diploma students with the use of interview and questionnaires as instruments. In this study, the researcher developed our own 3-D virtual world, known as ViEW, by using the Open Wonderland open source virtual world program. A nonparametric Mann-Whitney U analysis was applied to explore the differences between young and senior participants in terms of their sense of place presence, social presence, co-presence, and learning satisfaction. The results indicated significant differences between young and senior students in terms of place presence, co-presence, and learning satisfaction, but no differences were identified for social presence. These results might be in regard with the means of conducted the learning, which were in the forms of cooperative and synchronous learning by utilizing audio communication most of the time. Several recommendations for future research related to the study were also provided.

%U http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=4972 %R doi:10.18517/ijaseit.9.2.4972 %J International Journal on Advanced Science, Engineering and Information Technology %V 9 %N 2 %@ 2088-5334

IEEE

Mohd Hishamuddin Abdul Rahman,Danakorn Nincarean Eh Phon,Nur Ichsan Utama,Noraffandy Yahaya,Noor Dayana Abd Halim and Shahreen Kasim,"Sense of Presence and Learning Satisfaction among Students of Different Age Groups in a 3-D Virtual World," International Journal on Advanced Science, Engineering and Information Technology, vol. 9, no. 2, pp. 711-716, 2019. [Online]. Available: http://dx.doi.org/10.18517/ijaseit.9.2.4972.

RefMan/ProCite (RIS)

TY  - JOUR
AU  - Abdul Rahman, Mohd Hishamuddin
AU  - Eh Phon, Danakorn Nincarean
AU  - Utama, Nur Ichsan
AU  - Yahaya, Noraffandy
AU  - Abd Halim, Noor Dayana
AU  - Kasim, Shahreen
PY  - 2019
TI  - Sense of Presence and Learning Satisfaction among Students of Different Age Groups in a 3-D Virtual World
JF  - International Journal on Advanced Science, Engineering and Information Technology; Vol. 9 (2019) No. 2
Y2  - 2019
SP  - 711
EP  - 716
SN  - 2088-5334
PB  - INSIGHT - Indonesian Society for Knowledge and Human Development
KW  - virtual world, multi-user virtual environment, presence, satisfaction
N2  - 

Virtual worlds are growing in popularity very quickly. This growing popularity of 3-dimensional (3-D) virtual worlds has drawn attention from educationists. Today, 3-dimensional (3-D) virtual worlds are exploited for online and virtual learning. Unlike the common online learning platforms, a virtual world environment closely resembles a 3-D video games environment. Thus the age of students might affect their sense of presence, interaction, and satisfaction in the said environment. Hence this study was conducted to investigate whether there are differences between students of different age groups on their sense of presence (place presence, social presence, and co-presence) and their learning satisfaction. The study was carried out for six weeks and involved 33 part-time diploma students with the use of interview and questionnaires as instruments. In this study, the researcher developed our own 3-D virtual world, known as ViEW, by using the Open Wonderland open source virtual world program. A nonparametric Mann-Whitney U analysis was applied to explore the differences between young and senior participants in terms of their sense of place presence, social presence, co-presence, and learning satisfaction. The results indicated significant differences between young and senior students in terms of place presence, co-presence, and learning satisfaction, but no differences were identified for social presence. These results might be in regard with the means of conducted the learning, which were in the forms of cooperative and synchronous learning by utilizing audio communication most of the time. Several recommendations for future research related to the study were also provided.

UR - http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=4972 DO - 10.18517/ijaseit.9.2.4972

RefWorks

RT Journal Article
ID 4972
A1 Abdul Rahman, Mohd Hishamuddin
A1 Eh Phon, Danakorn Nincarean
A1 Utama, Nur Ichsan
A1 Yahaya, Noraffandy
A1 Abd Halim, Noor Dayana
A1 Kasim, Shahreen
T1 Sense of Presence and Learning Satisfaction among Students of Different Age Groups in a 3-D Virtual World
JF International Journal on Advanced Science, Engineering and Information Technology
VO 9
IS 2
YR 2019
SP 711
OP 716
SN 2088-5334
PB INSIGHT - Indonesian Society for Knowledge and Human Development
K1 virtual world, multi-user virtual environment, presence, satisfaction
AB 

Virtual worlds are growing in popularity very quickly. This growing popularity of 3-dimensional (3-D) virtual worlds has drawn attention from educationists. Today, 3-dimensional (3-D) virtual worlds are exploited for online and virtual learning. Unlike the common online learning platforms, a virtual world environment closely resembles a 3-D video games environment. Thus the age of students might affect their sense of presence, interaction, and satisfaction in the said environment. Hence this study was conducted to investigate whether there are differences between students of different age groups on their sense of presence (place presence, social presence, and co-presence) and their learning satisfaction. The study was carried out for six weeks and involved 33 part-time diploma students with the use of interview and questionnaires as instruments. In this study, the researcher developed our own 3-D virtual world, known as ViEW, by using the Open Wonderland open source virtual world program. A nonparametric Mann-Whitney U analysis was applied to explore the differences between young and senior participants in terms of their sense of place presence, social presence, co-presence, and learning satisfaction. The results indicated significant differences between young and senior students in terms of place presence, co-presence, and learning satisfaction, but no differences were identified for social presence. These results might be in regard with the means of conducted the learning, which were in the forms of cooperative and synchronous learning by utilizing audio communication most of the time. Several recommendations for future research related to the study were also provided.

LK http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=4972 DO - 10.18517/ijaseit.9.2.4972