Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project

Abstract

The objective of this study is to present and to evaluate the E-Junior application: a serious virtual world (SVW) for teaching children natural science and ecology. E-Junior was designed according to pedagogical theories and curricular objectives to help children learn about the Mediterranean Sea and its environmental issues while playing. In this study, we present data about the E-Junior evaluation. A class in a serious virtual world (virtual group) was compared with a traditional type of class (traditional group) that contained identical learning objectives and contents but lacked a gaming aspect. Data collection consisted of quantitative and qualitative measures on a sample of 48 children. With regards to learning effectiveness, the results showed that the serious virtual world does not present statistically significant differences with the traditional type of class. However, students from the virtual group reported enjoying the class more, being more engaged, and having greater intentions to participate than students from the traditional group. The plausible explanation for this can be found in the qualitative data. The implications of these results and improvement proposals are also discussed in this work. ! 2010 Elsevier Ltd. All rights reserved.

DOI: 10.1016/j.compedu.2010.01.003

Extracted Key Phrases

3 Figures and Tables

010202011201220132014201520162017
Citations per Year

74 Citations

Semantic Scholar estimates that this publication has 74 citations based on the available data.

See our FAQ for additional information.

Cite this paper

@article{Wrzesien2010LearningIS, title={Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project}, author={Maja Wrzesien and Mariano Alca{\~n}iz Raya}, journal={Computers & Education}, year={2010}, volume={55}, pages={178-187} }