Skip to main content

Presence in a Collaborative Science Learning Activity in Second Life

  • Chapter
  • First Online:

Abstract

Multi-user virtual environments (MUVEs) are surrounded by hype regarding their impact on and potential in education. Many issues regarding the educational affordances of MUVEs and the learning experience of users are still under research. Presence is an important phenomenon users experience when interacting with and via virtual environments and seems to play an important role in learning. This chapter presents empirical data gathered from an exploratory study regarding a problem-based physics learning activity in Second Life (SL). Our aim is to gain knowledge and experience about the sense of presence (spatial and social) that emerges while students collaborate in MUVEs. Students (n = 30) collaborated “in-world” to solve a problem. Data were gathered using the Temple Presence Inventory questionnaire. Results indicate higher scores of social presence than spatial presence. Correlations were found between dimensions of presence, subjective computer expertise, and tendency to become involved in activities.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD   169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  • Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005).  Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86–108.

    Article  Google Scholar 

  • Biocca, F. (1997). The Cyborg’s dilemma: Progressive embodiment in virtual environments. Journal of Computer-Mediated Communication, 3(2), Retrieved 1 November 2010 from http://jcmc.indiana.edu/vol3/issue2/biocca2.html.

  • Biocca, F., & Harms, C. (2002). Defining and measuring social presence: Contribution to the Networked Minds Theory and Measure. In F. Gouveia & F. Biocca (eds.), Proceedings of the Fifth Annual International Workshop PRESENCE 2002 (pp. 7–36). Porto, Portugal: Universidade Fernando Pessoa.

    Google Scholar 

  • Biocca, F., Harms, C., & Burgoon, J. K. (2003). Toward a more robust theory and measure of social presence: Review and suggested criteria. Presence: Teleoperators and Virtual Environments, 12(5), 456–480.

    Article  Google Scholar 

  • Calgone, C., & Hiles, J. (2008). Blended Realities: A virtual tour of education in Second Life. Retrieved 3 January 2010 from http://edumuve.com/blended/BlendedRealitiesCalongneHiles.pdf.

  • Campusin3D.com. (n.d.). Second Life. Retrieved 3 January 2010 from http://www.campusin3d.com/en/second-life.

  • Dede, C. (2002). Vignettes about the future of learning technologies. In D. Evans & R. Paige (eds.), 2020 visions: Transforming education and training through advanced technologies (pp. 18–25). Washington, DC: U.S. Department of Commerce.

    Google Scholar 

  • Edwards, E., Elliott, J., & Bruckman, A. (2001). AquaMoose 3D: Math learning in a 3D multi-user virtual world. In M. Beaudouin-Lafon & R. Jacob (eds.), ACM CHI 2001 Conference on Human Factors in Computing Systems (pp. 259–260). Seattle, Washington, USA.

    Chapter  Google Scholar 

  • Heeter, C. (1992). Being there: the subjective experience of presence. Presence: Teleoperators and Virtual Environments, 1(2), 262–271.

    Google Scholar 

  • Ijsselsteijn, W. A., Ridder, H. d., Freeman, J., & Avons, S. E. (2000). Presence: concept, determinants, and measurement. In B. Rogowitz, T. Watson. & T. Pappas (eds.), Proceedings of the SPIE, Human Vision and Electronic Imaging (pp. 520–529). San Jose: SPIE.

    Google Scholar 

  • Jonassen, D. H. (1994). Thinking technology: Toward a constructivist design model. Educational Technology, 34, 34–37.

    Google Scholar 

  • Ketelhut, D. J. (2007). The impact of student self-efficacy on scientific inquiry skills: An exploratory investigation in River City, a multi-user virtual environment. Journal of Science Education and Technology, 16(1), 99–111.

    Article  Google Scholar 

  • Lombard, M., & Ditton, T. (1997). At the heart of it all: the concept of presence. Journal of Computer-Mediated Communication, 3(2), Retrieved 1 November 2010 from: http://www.ascusc.org/jcmc/vol3/issue2/lombard.html.

  • Lombard, M., Ditton, T. B., Crane, D., Davis, B., Gil-Egui, G., Horvath, K., Rossman, J., & Park, S. (2000). Measuring presence: A literature-based approach to the development of a standardized paper-and-pencil instrument. Paper presented at the Third International Workshop on Presence. Delft, The Netherlands.

    Google Scholar 

  • Lombard, M., Ditton, T. B., & Weinstein, L. (2009). Measuring presence: The Temple Presence Inventory (TPI). Retrieved 20 November 2009 from http://astro.temple.edu/~tuc16417/papers/Lombard_et_al.pdf.

  • Mikropoulos, T. A. (2006). Presence: A unique characteristic in educational virtual environments. Virtual Reality, special issue ‘Using Virtual Reality in Education’, 10(3–4), 197–206.

    Google Scholar 

  • Schubert, T., Friedmann, F., & Regenbrecht, H. (2001). The experience of presence: Factor analytic insights, Presence: Teleoperators and Virtual Environments, 10, 266–281.

    Article  Google Scholar 

  • Selverian, M. E. M., & Lombard, M. (2010). Telepresence: A ‘real’ component in a model to make human-computer interface factors meaningful in the virtual learning environment.  Themes in Science and Technology Education, 2(1–2), 31–58.

    Google Scholar 

  • Slater, M., Usoh, M., & Steed, A. (1994). Depth of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 3, 130–144.

    Google Scholar 

  • Vrellis, I., Papachristos, N. M., Bellou, J., Avouris, N., & Mikropoulos, T. A. (2010). Designing a collaborative learning activity in Second Life: An exploratory study in physics. In J. Mohamed, Kinshuk, D. Sampson & M. Spector (eds.), Proceedings of the 10th IEEE International Conference on Advanced Learning Technologies (pp. 210–214). Sousse, Tunisia: IEEE Computer Society.

    Google Scholar 

  • Witmer, B., & Singer, M. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence, 7(3), 225–240.

    Article  Google Scholar 

  • Winn, W. D., & Windschitl, M. (2000). Learning science in virtual environments: the interplay of theory and experience. Themes in Education, 1(4), 373–389.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ioannis Vrellis .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer Science+Business Media, LLC

About this chapter

Cite this chapter

Vrellis, I., Papachristos, N.M., Natsis, A., Mikropoulos, T.A. (2012). Presence in a Collaborative Science Learning Activity in Second Life. In: Jimoyiannis, A. (eds) Research on e-Learning and ICT in Education. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-1083-6_18

Download citation

Publish with us

Policies and ethics