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Autor principal: Kemp, Jeremy William
Formato: Recurso educativo Open Access
Lenguaje:en
Publicado: 2011
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Acceso en línea:https://eric.ed.gov/?id=ED528856
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author Kemp, Jeremy William
author_facet Kemp, Jeremy William
Kemp, Jeremy William
collection Education Resources Information Center
contents Introducing an Avatar Acceptance Model: Student Intention to Use 3D Immersive Learning Tools in an Online Learning Classroom Kemp, Jeremy William Instructional Design Electronic Learning Virtual Classrooms Statistical Analysis Student Attitudes Web 2.0 Technologies Management Systems Graduate Students Student Surveys Correlation Use Studies Age Vision Computer Games Internet Computer Simulation Leisure Time Teleconferencing College Students Integrated Learning Systems This quantitative survey study examines the willingness of online students to adopt an immersive virtual environment as a classroom tool and compares this with their feelings about more traditional learning modes including our ANGEL learning management system and the Elluminate live Web conferencing tool. I surveyed 1,108 graduate students in Library and Information Science at San Jose State University and gathered 401 usable responses. I based the survey upon the work of Venkatesh, Morris, Davis, & Davis (2003) and modified the instrument for online learners with changes suggested by Marchewka, Liu, & Kostiwa (2007). The technology adoption model shows how user opinions correlate with intention to use a tool in the future and how this relationship is moderated by user characteristics like gender, age, vision problems and experience with the Web. Study results for each tool matched previous findings for correlations between student attitudes and intention to use the tool. The effects of moderating characteristics were significant for Second Life but less so for ANGEL and Elluminate due to insufficient sample size. Age, vision problems, gaming frequency and experience with the Web for social and creative pursuits were closely related to intention to use Second Life. These findings parallel Clay Shirky's concept of "Cognitive Surplus" because students who seem to have more spare time are more likely to accept Second Life. My results contribute to the creation of a new model of acceptance for immersive environments to inform future instructional design and curriculum innovations by educators who are already familiar with online classroom tools. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com/en-US/products/dissertations/individuals.shtml.]
format Recurso educativo Open Access
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institution ERIC Institute of Education Sciences
language en
publishDate 2011
record_format eric
spellingShingle Introducing an Avatar Acceptance Model: Student Intention to Use 3D Immersive Learning Tools in an Online Learning Classroom
Kemp, Jeremy William
Instructional Design
Electronic Learning
Virtual Classrooms
Statistical Analysis
Student Attitudes
Web 2.0 Technologies
Management Systems
Graduate Students
Student Surveys
Correlation
Use Studies
Age
Vision
Computer Games
Internet
Computer Simulation
Leisure Time
Teleconferencing
College Students
Integrated Learning Systems
Introducing an Avatar Acceptance Model: Student Intention to Use 3D Immersive Learning Tools in an Online Learning Classroom Kemp, Jeremy William Instructional Design Electronic Learning Virtual Classrooms Statistical Analysis Student Attitudes Web 2.0 Technologies Management Systems Graduate Students Student Surveys Correlation Use Studies Age Vision Computer Games Internet Computer Simulation Leisure Time Teleconferencing College Students Integrated Learning Systems This quantitative survey study examines the willingness of online students to adopt an immersive virtual environment as a classroom tool and compares this with their feelings about more traditional learning modes including our ANGEL learning management system and the Elluminate live Web conferencing tool. I surveyed 1,108 graduate students in Library and Information Science at San Jose State University and gathered 401 usable responses. I based the survey upon the work of Venkatesh, Morris, Davis, & Davis (2003) and modified the instrument for online learners with changes suggested by Marchewka, Liu, & Kostiwa (2007). The technology adoption model shows how user opinions correlate with intention to use a tool in the future and how this relationship is moderated by user characteristics like gender, age, vision problems and experience with the Web. Study results for each tool matched previous findings for correlations between student attitudes and intention to use the tool. The effects of moderating characteristics were significant for Second Life but less so for ANGEL and Elluminate due to insufficient sample size. Age, vision problems, gaming frequency and experience with the Web for social and creative pursuits were closely related to intention to use Second Life. These findings parallel Clay Shirky's concept of "Cognitive Surplus" because students who seem to have more spare time are more likely to accept Second Life. My results contribute to the creation of a new model of acceptance for immersive environments to inform future instructional design and curriculum innovations by educators who are already familiar with online classroom tools. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com/en-US/products/dissertations/individuals.shtml.]
title Introducing an Avatar Acceptance Model: Student Intention to Use 3D Immersive Learning Tools in an Online Learning Classroom
topic Instructional Design
Electronic Learning
Virtual Classrooms
Statistical Analysis
Student Attitudes
Web 2.0 Technologies
Management Systems
Graduate Students
Student Surveys
Correlation
Use Studies
Age
Vision
Computer Games
Internet
Computer Simulation
Leisure Time
Teleconferencing
College Students
Integrated Learning Systems
url https://eric.ed.gov/?id=ED528856