Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform for a variety of collaborative activities, including learning. This study examines students ' intentions to use the virtual world Second Life (SL) for education, and explores factors associated with their intentions. Based on the Technology Acceptance Model (TAM) and extended factors, a research model is proposed. The model is tested through a survey administered to business school students who participated in Second Life in upper level MIS courses. Results suggest that perceived ease of use affects user's intention to adopt SL through perceived usefulness. Computer self-efficacy and computer playfulness are also significant antecede...
This quantitative survey study examines the willingness of online students to adopt an immersive vir...
com) has multiple potential uses in teaching. In Second Life (SL), users create avatars that represe...
Multi-User Virtual Environments (MUVEs) such as Second Life (SL) are experiencing a rapid growth in ...
Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform f...
Virtual worlds are becoming increasingly sophisticated, showing potential as a platform for a variet...
Virtual worlds are becoming increasingly sophisticated, showing potentials as the platform for a var...
The purpose of this study was to assess the value of Second Life among post-secondary instructors wi...
There is much interesting work being done around virtual worlds in education (Bulmer, 2008; Dede, 20...
Our research program explores the opportunities and challenges for engaging learning raised by emerg...
Second Life is a 3-D multi-user virtual environment which has gained wide spread popularity amongst ...
With the growth of the internet comes the development of virtual worlds which create a perfect setti...
Second Life is a 3-D multi-user virtual environment which has gained wide spread popularity amongst ...
The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 a...
Second Life is an online virtual world that is three dimensional and uses rich graphics to allow the...
Virtual world learning environments have great potential to enhance education, yet the specific fact...
This quantitative survey study examines the willingness of online students to adopt an immersive vir...
com) has multiple potential uses in teaching. In Second Life (SL), users create avatars that represe...
Multi-User Virtual Environments (MUVEs) such as Second Life (SL) are experiencing a rapid growth in ...
Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform f...
Virtual worlds are becoming increasingly sophisticated, showing potential as a platform for a variet...
Virtual worlds are becoming increasingly sophisticated, showing potentials as the platform for a var...
The purpose of this study was to assess the value of Second Life among post-secondary instructors wi...
There is much interesting work being done around virtual worlds in education (Bulmer, 2008; Dede, 20...
Our research program explores the opportunities and challenges for engaging learning raised by emerg...
Second Life is a 3-D multi-user virtual environment which has gained wide spread popularity amongst ...
With the growth of the internet comes the development of virtual worlds which create a perfect setti...
Second Life is a 3-D multi-user virtual environment which has gained wide spread popularity amongst ...
The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 a...
Second Life is an online virtual world that is three dimensional and uses rich graphics to allow the...
Virtual world learning environments have great potential to enhance education, yet the specific fact...
This quantitative survey study examines the willingness of online students to adopt an immersive vir...
com) has multiple potential uses in teaching. In Second Life (SL), users create avatars that represe...
Multi-User Virtual Environments (MUVEs) such as Second Life (SL) are experiencing a rapid growth in ...