The Effect of Flow and Motivation on Users’ Learning Outcomes in Second Life

  • Li J
  • Xu H
  • Chen S
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Abstract

This study aims to investigate the effect of the users' immersion experience, motivation, and learning outcomes in Second Life. The data collected for this study occurred over a 2 month period. Participants were 113 students taking classes in Second Life at a university. Their ages ranged from 18-22 years, with 47 participants as male and 66 as female. From the analysis of the collected data, the immersion experience and motivation have effects on the learning outcomes in Second Life. The results revealed one more was immersed in Second Life, the motivation was improved, and thus, the learning outcomes were reinforced. These findings are also discussed in virtual learning and teaching design. [ABSTRACT FROM AUTHOR] Copyright of Journal of Educational Technology Development & Exchange is the property of Society of International Chinese in Educational Technology (SICET) and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)

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APA

Li, J.-S., Xu, H., & Chen, S.-S. (2012). The Effect of Flow and Motivation on Users’ Learning Outcomes in Second Life. Journal of Educational Technology Development and Exchange, 5(1). https://doi.org/10.18785/jetde.0501.07

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