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Ausburn, L. J., & Ausburn, F. B. (2008). Effects of desktop virtual reality on learner performance and confidence in environment mastery: Opening a line of inquiry. Journal of STEM Teacher Education, 45(1), 54-87.
Bardakçı, S. (2010). The validity and reliability study of the scale of the perceived sociability of online learning environments. Ankara University Journal of Faculty of Educational Sciences, 43(1), 17–39.
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Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia Tools and Applications, 51(1), 341–377. https://doi.org/10.1007/s11042-010-0660-6
Carr, S. (2000). As distance education comes of age, the challenge is keeping the students. Chronicle of Higher Education, 46(23), 39–41.
Chang, S., Hsu, T., Kuo, W., & Jong, M. S. (2020). Effects of applying a VR‐based two‐tier test strategy to promote elementary students’ learning performance in a Geology class. British Journal of Educational Technology, 51(1), 148–165. https://doi.org/10.1111/bjet.12790
Cho, Y. H., Yim, S. Y., & Paik, S. (2015). Physical and social presence in 3D virtual role-play for pre-service teachers. Internet and Higher Education, 25, 70–77. https://doi.org/10.1016/j.iheduc.2015.01.002
Cho, Y. H., & Lim, K. Y. T. (2017). Effectiveness of collaborative learning with 3D virtual worlds. British Journal of Educational Technology, 48(1), 202-211. https://doi.org/10.1111/bjet.12356
Cuperus, A. A., Keizer, A., Evers, A. W. M., van den Houten, M. M. L., Teijink, J. A. W., & van der Ham, I. J. M. (2018). Manipulating spatial distance in virtual reality: Effects on treadmill walking performance in patients with intermittent claudication. Computers in Human Behavior, 79, 211–216. https://doi.org/10.1016/j.chb.2017.10.037
Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10–32. https://doi.org/10.1111/j.1467-8535.2009.01038.x
De Lucia, A., Francese, R., Passero, I., & Tortora, G. (2009). Development and evaluation of a virtual campus on Second Life: The case of SecondDMI. Computers and Education, 52(1), 220–233. https://doi.org/10.1016/j.compedu.2008.08.001
Deimann, M., & Bastiaens, T. (2010). The role of volition in distance education: An exploration of its capacities. The International Review of Research in Open and Distributed Learning, 11(1), 1–16. https://doi.org/10.19173/irrodl.v11i1.778
Dinçer, S., & Doğanay, A. (2016). Öğretim Materyali’ne İlişkin Motivasyon Ölçeği (ÖMMÖ) Türkçe uyarlama çalışması [Turkish Adaptation Study of Instructional Materials Motivation Survey (IMMS)]. Elementary Education Online, 15(4), 1131–1148. https://doi.org/10.17051/io.2016.19056
Dubovi, I., Levy, S. T., & Dagan, E. (2017). Now I know how! The learning process of medication administration among nursing students with non-immersive desktop virtual reality simulation. Computers and Education, 113, 16–27. https://doi.org/10.1016/j.compedu.2017.05.009
Edirisingha, P., Nie, M., Pluciennik, M., & Young, R. (2009). Socialisation for learning at a distance in a 3-D multi-user virtual environment. British Journal of Educational Technology, 40(3), 458–479. https://doi.org/10.1111/j.1467-8535.2009.00962.x
Field, A. (2013). Discovering statistics using IBM SPSS statistics. Sage.
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Guadagno, R. E., Muscanell, N. L., Okdie, B. M., Burk, N. M., & Ward, T. B. (2011). Even in virtual environments women shop and men build: A social role perspective on Second Life. Computers in Human Behavior, 27(1), 304–308. https://doi.org/10.1016/j.chb.2010.08.008
Guth, S., & Helm, F. (2010). Telecollaboration 2.0: Language, literacies and intercultural learning in the 21st century. Peter Lang AG.
Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2013). Multivariate Data Analysis. Always learning. Pearson Education Limited.
Hassanein, K., & Head, M. (2004, June 5). Instilling social presence through the web interface. Proceedings of the Third Annual Workshop on HCI Research in MIS. http://sighci.coursaris.com/wp-content/uploads/2018/09/SIGHCI_2004_Proceedings_paper_9.pdf
Holmberg, K., & Huvila, I. (2008). Learning together apart: Distance education in a virtual world. First Monday, 13(10). https://doi.org/10.5210/fm.v13i10.2178
Howard, M. C., & Gutworth, M. B. (2020). A meta-analysis of virtual reality training programs for social skill development. Computers and Education, 144, 103707. https://doi.org/10.1016/j.compedu.2019.103707
Hrastinski, S. (2008a). Asynchronous and synchronous e-learning. EDUCAUSE Quarterly, 31(4), 51–55.
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Hrastinski, S., Keller, C., & Carlsson, S. A. (2010). Design exemplars for synchronous e-learning: A design theory approach. Computers and Education, 55(2), 652–662. https://doi.org/10.1016/j.compedu.2010.02.025
Huang, H.-M., Liaw, S.-S., & Lai, C.-M. (2016). Exploring learner acceptance of the use of virtual reality in medical education: A case study of desktop and projection-based display systems. Interactive Learning Environments, 24(1), 3–19. https://doi.org/10.1080/10494820.2013.817436
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Jiang, D., & Zhang, L. J. (2020). Collaborating with ‘familiar’ strangers in mobile-assisted environments: The effect of socializing activities on learning EFL writing. Computers and Education, 150, 103841. https://doi.org/10.1016/j.compedu.2020.103841
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Using virtual reality learning environments to motivate and socialize undergraduates in distance learning
Year 2022,
Volume: 9 Issue: 2, 199 - 218, 01.03.2022
Interest in virtual reality technologies has increased significantly in recent years, and an effort is being made to integrate it into educational environments. This study aims to investigate the impact of synchronous distance courses in the Virtual Reality (VR) learning environment (via vAcademia) and Web-based (via Adobe Connect) learning environment on undergraduate students' learning motivation and levels of perceived sociability. The sample of the study was conducted with experimental (VR) and control group (Web-based) quasi-experimental design consists of 41 undergraduate students (experimental: 21, control: 20). As a result of the t-test and two-way ANOVA analysis, there was a significant difference between the groups in favor of the VR group regarding motivation and perceived sociability. The motivation and perceived sociability in the 3D VR environment of the students in distance learning were significantly higher than in the web-based environment. It was also found out that students' motivation and perceived sociability levels did not vary depending on gender or on the technological device (smartphone or computer) that students use when connecting to online classes. The research results indicated that the VR learning environment effectively ensured students' motivation and sociability in the distance learning process. In this context, institutions should be aware of the importance of VR technologies and plan to teach accordingly which may make the process more efficient.
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Bardakçı, S. (2010). The validity and reliability study of the scale of the perceived sociability of online learning environments. Ankara University Journal of Faculty of Educational Sciences, 43(1), 17–39.
Belz, J. A., & Thorne, S. L. (2006). Internet-mediated intercultural foreign language education. Boston: Heinle & Heinle.
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Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia Tools and Applications, 51(1), 341–377. https://doi.org/10.1007/s11042-010-0660-6
Carr, S. (2000). As distance education comes of age, the challenge is keeping the students. Chronicle of Higher Education, 46(23), 39–41.
Chang, S., Hsu, T., Kuo, W., & Jong, M. S. (2020). Effects of applying a VR‐based two‐tier test strategy to promote elementary students’ learning performance in a Geology class. British Journal of Educational Technology, 51(1), 148–165. https://doi.org/10.1111/bjet.12790
Cho, Y. H., Yim, S. Y., & Paik, S. (2015). Physical and social presence in 3D virtual role-play for pre-service teachers. Internet and Higher Education, 25, 70–77. https://doi.org/10.1016/j.iheduc.2015.01.002
Cho, Y. H., & Lim, K. Y. T. (2017). Effectiveness of collaborative learning with 3D virtual worlds. British Journal of Educational Technology, 48(1), 202-211. https://doi.org/10.1111/bjet.12356
Cuperus, A. A., Keizer, A., Evers, A. W. M., van den Houten, M. M. L., Teijink, J. A. W., & van der Ham, I. J. M. (2018). Manipulating spatial distance in virtual reality: Effects on treadmill walking performance in patients with intermittent claudication. Computers in Human Behavior, 79, 211–216. https://doi.org/10.1016/j.chb.2017.10.037
Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10–32. https://doi.org/10.1111/j.1467-8535.2009.01038.x
De Lucia, A., Francese, R., Passero, I., & Tortora, G. (2009). Development and evaluation of a virtual campus on Second Life: The case of SecondDMI. Computers and Education, 52(1), 220–233. https://doi.org/10.1016/j.compedu.2008.08.001
Deimann, M., & Bastiaens, T. (2010). The role of volition in distance education: An exploration of its capacities. The International Review of Research in Open and Distributed Learning, 11(1), 1–16. https://doi.org/10.19173/irrodl.v11i1.778
Dinçer, S., & Doğanay, A. (2016). Öğretim Materyali’ne İlişkin Motivasyon Ölçeği (ÖMMÖ) Türkçe uyarlama çalışması [Turkish Adaptation Study of Instructional Materials Motivation Survey (IMMS)]. Elementary Education Online, 15(4), 1131–1148. https://doi.org/10.17051/io.2016.19056
Dubovi, I., Levy, S. T., & Dagan, E. (2017). Now I know how! The learning process of medication administration among nursing students with non-immersive desktop virtual reality simulation. Computers and Education, 113, 16–27. https://doi.org/10.1016/j.compedu.2017.05.009
Edirisingha, P., Nie, M., Pluciennik, M., & Young, R. (2009). Socialisation for learning at a distance in a 3-D multi-user virtual environment. British Journal of Educational Technology, 40(3), 458–479. https://doi.org/10.1111/j.1467-8535.2009.00962.x
Field, A. (2013). Discovering statistics using IBM SPSS statistics. Sage.
George, D., & Mallery, P. (2012). IMB SPSS for windows statistics 19 step by step: A simple guide and reference. Pearson.
Guadagno, R. E., Muscanell, N. L., Okdie, B. M., Burk, N. M., & Ward, T. B. (2011). Even in virtual environments women shop and men build: A social role perspective on Second Life. Computers in Human Behavior, 27(1), 304–308. https://doi.org/10.1016/j.chb.2010.08.008
Guth, S., & Helm, F. (2010). Telecollaboration 2.0: Language, literacies and intercultural learning in the 21st century. Peter Lang AG.
Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2013). Multivariate Data Analysis. Always learning. Pearson Education Limited.
Hassanein, K., & Head, M. (2004, June 5). Instilling social presence through the web interface. Proceedings of the Third Annual Workshop on HCI Research in MIS. http://sighci.coursaris.com/wp-content/uploads/2018/09/SIGHCI_2004_Proceedings_paper_9.pdf
Holmberg, K., & Huvila, I. (2008). Learning together apart: Distance education in a virtual world. First Monday, 13(10). https://doi.org/10.5210/fm.v13i10.2178
Howard, M. C., & Gutworth, M. B. (2020). A meta-analysis of virtual reality training programs for social skill development. Computers and Education, 144, 103707. https://doi.org/10.1016/j.compedu.2019.103707
Hrastinski, S. (2008a). Asynchronous and synchronous e-learning. EDUCAUSE Quarterly, 31(4), 51–55.
Hrastinski, S. (2008b). The potential of synchronous communication to enhance participation in online discussions: A case study of two e-learning courses. Information and Management, 45(7), 499–506. https://doi.org/10.1016/j.im.2008.07.005
Hrastinski, S., Keller, C., & Carlsson, S. A. (2010). Design exemplars for synchronous e-learning: A design theory approach. Computers and Education, 55(2), 652–662. https://doi.org/10.1016/j.compedu.2010.02.025
Huang, H.-M., Liaw, S.-S., & Lai, C.-M. (2016). Exploring learner acceptance of the use of virtual reality in medical education: A case study of desktop and projection-based display systems. Interactive Learning Environments, 24(1), 3–19. https://doi.org/10.1080/10494820.2013.817436
Inoue, Y. (2012). Virtual reality learning environments. In Encyclopedia of the Sciences of Learning (pp. 3407–3410). https://doi.org/10.1007/978-1-4419-1428-6_651
Jensen, C. G. (2017). Collaboration and dialogue in virtual reality. Journal of Problem Based Learning in Higher Education, 5(1), 85-110. https://doi.org/10.5278/ojs.jpblhe.v0i0.1542
Jiang, D., & Zhang, L. J. (2020). Collaborating with ‘familiar’ strangers in mobile-assisted environments: The effect of socializing activities on learning EFL writing. Computers and Education, 150, 103841. https://doi.org/10.1016/j.compedu.2020.103841
Johnson, R. B., & Christensen, L. (2019). Educational research: Quantitative, qualitative, and mixed approaches. SAGE Publications.
Kaya, M. (2012). Distance education systems used in universities of Turkey and Northern Cyprus. Procedia-Social and Behavioral Sciences, 31, 676-680. https://doi.org/10.1016/j.sbspro.2011.12.123
Keller, J. M. (2010). Motivational design for learning and performance: The ARCS model approach. Springer US.
Keskitalo, T., Pyykkö, E., & Ruokamo, H. (2011). Exploring the meaningful learning of students in Second Life. Educational Technology & Society, 14, 16–26.
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