会议专题

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

2012年技术促进教育变革国际会议(SICET)

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)