Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/106784
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dc.contributorDepartment of Computing-
dc.contributorDepartment of Applied Social Sciences-
dc.creatorLi, C-
dc.creatorJiang, Y-
dc.creatorNg, PHF-
dc.creatorDai, Y-
dc.creatorCheung, F-
dc.creatorChan, HCB-
dc.creatorLi, P-
dc.date.accessioned2024-06-04T07:39:42Z-
dc.date.available2024-06-04T07:39:42Z-
dc.identifier.urihttp://hdl.handle.net/10397/106784-
dc.language.isoenen_US
dc.publisherInstitute of Electrical and Electronics Engineersen_US
dc.rights© 2024 The Authors. This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. For more information, see https://creativecommons.org/licenses/by-nc-nd/4.0/en_US
dc.rightsThe following publication C. Li et al., "Collaborative Learning in the Edu-Metaverse Era: An Empirical Study on the Enabling Technologies," in IEEE Transactions on Learning Technologies, vol. 17, pp. 1107-1119, 2024 is available at https://doi.org/10.1109/TLT.2024.3352743.en_US
dc.subjectEducationen_US
dc.subjectEducational technologyen_US
dc.subjectHybrid learningen_US
dc.titleCollaborative learning in the edu-metaverse era : an empirical study on the enabling technologiesen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage1107-
dc.identifier.epage1119-
dc.identifier.volume17-
dc.identifier.doi10.1109/TLT.2024.3352743-
dcterms.abstractComputer-supported collaborative learning aims to use information technologies to support collaborative knowledge construction by practicing the relevant pedagogical approaches, especially in the distance learning setting. The enabling technologies are fast advancing, and the need for solutions during the COVID-19 global pandemic led to the emergence of the Edu-Metaverse, which is conceptualized as a collection of networked virtual worlds (i.e., the Metaverse) for learning. There is a great necessity to investigate how these more recent enabling technologies can support collaborative learning. This empirical study aims to collect both quantitative and qualitative results to fill the knowledge gaps. Specifically, 20 undergraduate students (three females and 17 males) taking the Game Design and Development course voluntarily participated in this study. The participants used three representative collaboration platforms (i.e., AltSpace, Gather, and ZOOM) in our laboratory for discussing three course-specific topics, simulating the undertaking of collaborative learning tasks in the distance learning setting. The results suggest that the participants were more engaged in the learning activities using the Metaverse platforms that offer avatar-mediated communications and collaborations (i.e., AltSpace and Gather). These platforms also gave the participants a stronger sense of copresence and belonging to the learning community. Potential improvements to the usability and the participants' feedback are also discussed in the article. We hope the results can contribute to the fast-growing use of the Metaverse-enabling technologies for educational purposes.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationIEEE transactions on learning technologies, 2024, v. 17, p. 1107-1119-
dcterms.isPartOfIEEE transactions on learning technologies-
dcterms.issued2024-
dc.identifier.scopus2-s2.0-85182933616-
dc.identifier.eissn1939-1382-
dc.description.validate202406 bcch-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumbera2743en_US
dc.identifier.SubFormID48191en_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextPolyU Teaching Development Granten_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryCCen_US
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