Summary of the Theory, Research Design, Analysis, and Conclusions
Franceschi, K., Lee, R. M., Zanakis, S. H., & Hinds, D. (2009). Engaging group e-learning in virtual worlds. Journal of Management Information Systems, 26(1), 73-100.
Theory
The study applied the experimental learning theory. This theory sustains an effective learning experience that is highly supported through interactions of several learner’s senses. The theory promotes the establishment of a dynamic learning situation that upholds creativity and productivity. The active involvement of a learner in the learning process is vital to the success of the learner. Efficient and fast learning is emphasized especially in the current fast-changing environment in their attempt to achieve this milestone, educators have relied on diverse kinds of group integration activities.
Research Design
The research was design to address the idea that a virtual world learning environment offers favorable support for group-oriented collaborative e-learning than other e-learning environments since it facilitates the formation of group presence. The main aim of this research was to test a hypothesis that participants in a virtual learning situation will give better results in common tasks than others. The research also examines the hypothesis that participants in a virtual class will be highly engaged, better presence, and group presentations during joint tasks and record better results of intended personal presence and group presence than participants in other learning situations.
Analysis
The results obtained from this study support the hypothesis that the virtual world learning setting is good for effective e-learning collaboration than test-based virtual learning environments such as Blackboard and Moodle. By comparison, the results indicate that the text-based virtual learning environment is not effective in supporting the development of every dependent variable.
Conclusion
The research concludes that technological aspects and online virtual environments are a moving target. The paper noted that the gaming kinds of virtual worlds have an intense competition to augment their sense of realism and presence. Further, the research concludes that technologies are complemented by those of set-top boxes, which branch into novel types of user interactivity.