Place, social and co-presence: Do they differ based on students’ gaming experiences?

Nowadays, virtual worlds have been utilized in the field of education as one of the virtual learning platforms. Since the virtual world environment is very similar to video game environment, the gaming experiences of the students might affect their sense of presence in the environment. Thus this stu...

Full description

Saved in:
Bibliographic Details
Main Authors: Rahman, M.H.A.,, M. H. A., Yahaya, N., Halim, N. D. A.
Format: Article
Published: American Scientific Publishers 2015
Subjects:
Online Access:http://eprints.utm.my/id/eprint/58846/
http://dx.doi.org/10.1166/asl.2015.6306
Tags: Add Tag
No Tags, Be the first to tag this record!
id my.utm.58846
record_format eprints
spelling my.utm.588462021-12-19T05:52:32Z http://eprints.utm.my/id/eprint/58846/ Place, social and co-presence: Do they differ based on students’ gaming experiences? Rahman, M.H.A.,, M. H. A. Yahaya, N. Halim, N. D. A. LB2300 Higher Education Nowadays, virtual worlds have been utilized in the field of education as one of the virtual learning platforms. Since the virtual world environment is very similar to video game environment, the gaming experiences of the students might affect their sense of presence in the environment. Thus this study seeks to determine whether there are differences between students with different levels of gaming experiences on their sense of place presence, social presence and co-presence. The study involved 33 part-time diploma students and was carried out for six weeks using questionnaires and interview questions as research instruments. The results of the study showed a significant difference between students with a lot of gaming experiences and less gaming experiences in terms of place presence, and this finding was supported with the data from the interview. However, no significant difference was noted between both groups in terms of social presence and co-presence. American Scientific Publishers 2015 Article PeerReviewed Rahman, M.H.A.,, M. H. A. and Yahaya, N. and Halim, N. D. A. (2015) Place, social and co-presence: Do they differ based on students’ gaming experiences? Advanced Science Letters, 21 (7). pp. 2230-2234. ISSN 1936-6612 http://dx.doi.org/10.1166/asl.2015.6306
institution Universiti Teknologi Malaysia
building UTM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Malaysia
content_source UTM Institutional Repository
url_provider http://eprints.utm.my/
topic LB2300 Higher Education
spellingShingle LB2300 Higher Education
Rahman, M.H.A.,, M. H. A.
Yahaya, N.
Halim, N. D. A.
Place, social and co-presence: Do they differ based on students’ gaming experiences?
description Nowadays, virtual worlds have been utilized in the field of education as one of the virtual learning platforms. Since the virtual world environment is very similar to video game environment, the gaming experiences of the students might affect their sense of presence in the environment. Thus this study seeks to determine whether there are differences between students with different levels of gaming experiences on their sense of place presence, social presence and co-presence. The study involved 33 part-time diploma students and was carried out for six weeks using questionnaires and interview questions as research instruments. The results of the study showed a significant difference between students with a lot of gaming experiences and less gaming experiences in terms of place presence, and this finding was supported with the data from the interview. However, no significant difference was noted between both groups in terms of social presence and co-presence.
format Article
author Rahman, M.H.A.,, M. H. A.
Yahaya, N.
Halim, N. D. A.
author_facet Rahman, M.H.A.,, M. H. A.
Yahaya, N.
Halim, N. D. A.
author_sort Rahman, M.H.A.,, M. H. A.
title Place, social and co-presence: Do they differ based on students’ gaming experiences?
title_short Place, social and co-presence: Do they differ based on students’ gaming experiences?
title_full Place, social and co-presence: Do they differ based on students’ gaming experiences?
title_fullStr Place, social and co-presence: Do they differ based on students’ gaming experiences?
title_full_unstemmed Place, social and co-presence: Do they differ based on students’ gaming experiences?
title_sort place, social and co-presence: do they differ based on students’ gaming experiences?
publisher American Scientific Publishers
publishDate 2015
url http://eprints.utm.my/id/eprint/58846/
http://dx.doi.org/10.1166/asl.2015.6306
_version_ 1720436891845656576
score 13.160551