Users’ Flow, Motivation and Learning Outcomes in Second Life
This study investigated the effects of the users’ immersion experience, motivation and learning outcomes in Second Life.Subjects were 113 students coming from Nanjing Normal University, who have already taken classes in Second Life.Their age ranged from 18-22 years, 47 subjects were male, 66 female.From the analysis of the collected data, the immersion experience and game motivation have effects on the learning outcomes in Second Life.The results implied that the more you are immersed in Second Life, the motivation will be improved, and thus the learning outcomes will be reinforced.These findings are discussed along with users’ feature in virtual world design.
Flow Game motivation Learning outcomes Second life
Jian-Sheng Li Huan Xu Si-Si Chen
School of Education Science,Nanjing Normal University,Nanjing,China
国际会议
北京
英文
103-108
2012-08-01(万方平台首次上网日期,不代表论文的发表时间)