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 rela...
Many education institutions are adopting and harnessing the potentials of virtual classroom, an E-le...
AbstractThis study was conducted in immersive 3D virtual environment Second Life®, with the support ...
Use of 3D (three-dimensional) avatars in a synchronous virtual world for educational purposes has on...
Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform f...
Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform f...
Virtual communities and organizations must have members, and leaders, who are trained and prepared t...
Technology Acceptance Model (TAM) has received great recognition through the various research conduc...
The Technology Acceptance Model (TAM) is regularly used to investigate students’ acceptance of virtu...
The virtual reality technology, VR, features feeling of blending in, interactivity and imagination. ...
Even as higher education institutions offer more distance education courses, the attrition rate in t...
Virtual world learning environments have great potential to enhance education, yet the specific fact...
The increasing mainstream adoption of immersive virtual reality (iVR) in education has triggered res...
Digital technologies that enhance computer-mediated communications are provoking change in the way e...
Learners need to have good reasons to engage and accept e-learning. They need to understand that unl...
Educators, researchers, and online courses designers are increasingly investigating the use of 3-D s...
Many education institutions are adopting and harnessing the potentials of virtual classroom, an E-le...
AbstractThis study was conducted in immersive 3D virtual environment Second Life®, with the support ...
Use of 3D (three-dimensional) avatars in a synchronous virtual world for educational purposes has on...
Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform f...
Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform f...
Virtual communities and organizations must have members, and leaders, who are trained and prepared t...
Technology Acceptance Model (TAM) has received great recognition through the various research conduc...
The Technology Acceptance Model (TAM) is regularly used to investigate students’ acceptance of virtu...
The virtual reality technology, VR, features feeling of blending in, interactivity and imagination. ...
Even as higher education institutions offer more distance education courses, the attrition rate in t...
Virtual world learning environments have great potential to enhance education, yet the specific fact...
The increasing mainstream adoption of immersive virtual reality (iVR) in education has triggered res...
Digital technologies that enhance computer-mediated communications are provoking change in the way e...
Learners need to have good reasons to engage and accept e-learning. They need to understand that unl...
Educators, researchers, and online courses designers are increasingly investigating the use of 3-D s...
Many education institutions are adopting and harnessing the potentials of virtual classroom, an E-le...
AbstractThis study was conducted in immersive 3D virtual environment Second Life®, with the support ...
Use of 3D (three-dimensional) avatars in a synchronous virtual world for educational purposes has on...