Past research suggests that situatedness , i.e. the context, as well as the social interaction that occurs within it, play an important role in cognitive processes such as learning and decision-making. Thus far, IT tools have been limited in the level and type of situatedness they facilitate. The advent of virtual worlds has changed this. Virtual worlds provide open, three-dimensional platforms for creating and designing real life-like spaces; they also allow for interaction between users in the form of avatars in that space. This research study focuses on virtual worlds as platforms for learning and decision-making. We propose a model that explains how individuals in a group learn and make decisions through a process that is influenced ...
Contemporary theories of problem-solving highlight that expertise is domainspecific, contingent on t...
Decision-making is a vital skill of our daily cognitive arsenal. The rise of virtual reality (VR) wo...
Interaction in virtual worlds takes place in a spatial context. The interactants respond in various ...
Past research suggests that situatedness , i.e. the context, as well as the social interaction that...
Virtual worlds are gaining in popularity and are proposed as a test laboratory for the real world. I...
What we know about learning outcomes for collaborative tasks in virtual environments is a confusing ...
Although research on three-dimensional virtual environments abounds, little is known about the socia...
The significance of the earliest phase of decision making stems from the fact that decision makers '...
This article seeks to show that a virtual world can provide a useful addition in the use of computer...
Virtual worlds (VWs) are media-rich cognitively engaging technologies that geographically dispersed ...
This study examined how multi-user virtual worlds can enhance learning, by extending and refining a ...
The intent of this paper is to explore the implications of the social aspects enabled by virtual wor...
The article focuses on the phenomenon of how human behaviors are shaped in the environments of thre...
Collaborative Virtual Environments, such as multi-user domains MUDs, chatrooms, or three-dimensional...
Little is known about how individuals come to relate to settings in virtual worlds (VWs), which are ...
Contemporary theories of problem-solving highlight that expertise is domainspecific, contingent on t...
Decision-making is a vital skill of our daily cognitive arsenal. The rise of virtual reality (VR) wo...
Interaction in virtual worlds takes place in a spatial context. The interactants respond in various ...
Past research suggests that situatedness , i.e. the context, as well as the social interaction that...
Virtual worlds are gaining in popularity and are proposed as a test laboratory for the real world. I...
What we know about learning outcomes for collaborative tasks in virtual environments is a confusing ...
Although research on three-dimensional virtual environments abounds, little is known about the socia...
The significance of the earliest phase of decision making stems from the fact that decision makers '...
This article seeks to show that a virtual world can provide a useful addition in the use of computer...
Virtual worlds (VWs) are media-rich cognitively engaging technologies that geographically dispersed ...
This study examined how multi-user virtual worlds can enhance learning, by extending and refining a ...
The intent of this paper is to explore the implications of the social aspects enabled by virtual wor...
The article focuses on the phenomenon of how human behaviors are shaped in the environments of thre...
Collaborative Virtual Environments, such as multi-user domains MUDs, chatrooms, or three-dimensional...
Little is known about how individuals come to relate to settings in virtual worlds (VWs), which are ...
Contemporary theories of problem-solving highlight that expertise is domainspecific, contingent on t...
Decision-making is a vital skill of our daily cognitive arsenal. The rise of virtual reality (VR) wo...
Interaction in virtual worlds takes place in a spatial context. The interactants respond in various ...