Research Article

Objects, Worlds, and Students: Virtual Interaction in Education

Table 25

Taxonomy of the interactions related to the use of virtual worlds.

In-worldIn-class

Student-to-student interactionsTalking and commenting
 ❖ limited use of the chat tool
 ❖ exclamation phrases
 ❖ social network slang
 ❖ use of chat only when necessary
 ❖ peer tutoring

engagement with activities
experience
attractiveness
collaboration enhancement
effectiveness of activities
enjoyment
immediate feedback

Talking and commenting
 ❖ extensive talking
 ❖ positive comments about the   emotional experience
 ❖ positive comments (3D  visualisation and interactive content)
 ❖ negative comments (malfunctions,   crashes)  

immediate feedback
enjoyment
collaboration enhancement
peer tutoring
attractiveness
engagement with activities
 Non-verbal communication
 ❖ rare and random use of gestures
 ❖ no use of emoticons
 Identity (avatar real person)
 ❖ appearance modification
 ❖ reference in 1st person

engagement
 Identity (real person avatar)
 ❖ tool/medium to interact
 ❖ extension of themselves
 ❖ identify with the avatar

   engagement

Student-to-world interactionsContent creation and use
 ❖ real-time awareness of progress
 ❖ 3D visualization

engagement
experience
attractiveness of learning material  and session
enjoyment
effectiveness
enhancement of creativity
Use of the technology
 ❖ more time spent better  understanding of the tools/world
 ❖ struggling (few cases)

attractiveness
enjoyment
Exploring and wandering
 ❖ brainstorming/exchange of ideas
 ❖ experience through 3D  visualisations

engagement
enjoyment
attractiveness
Attitude towards the technology
positive feelings
engagement with the activities
attractiveness
enjoyment
enthusiasm
excitement
struggling leads to dislike
dislike malfunctions
Willingness to remain in-world (both in-world and in-class)
engagement
attractiveness
enjoyment