Share This Article:

A Study on Learning Styles and Acceptance of Using Second Life for Learning in a Visual Arts Course

Full-Text HTML Download Download as PDF (Size:373KB) PP. 22-28
DOI: 10.4236/jss.2014.22004    4,447 Downloads   6,318 Views   Citations

ABSTRACT

This paper reports and discusses on the initial stage of a study aiming to explore the relationship between students’ learning styles and their acceptance of using Second Life (SL) for learning. Par- ticipants in this study involved a small group of undergraduate students (N = 17) taking a Visual Arts course called ‘Digital Imaging’ at a university in Hong Kong. They were asked to create and showcase their own digital artwork in SL. Furthermore, they were also required to present their work and critique peers’ work in SL. Their learning styles were measured by the Index of Learning Styles (ILS), whereas their acceptance of Second Life for learning was evaluated by a questionnaire designed by the author. Preliminary findings of this study reveal that most participants were identified as visual learners (i.e. the ones who prefer to see in graphical/video representation). However, active learners (i.e. the ones who prefer to try something out to see how it works) were found more likely to accept the educational use of SL.

Conflicts of Interest

The authors declare no conflicts of interest.

Cite this paper

Cheng, G. and Wong, T. (2014) A Study on Learning Styles and Acceptance of Using Second Life for Learning in a Visual Arts Course. Open Journal of Social Sciences, 2, 22-28. doi: 10.4236/jss.2014.22004.

References

[1] Bell, M.W. (2008) Toward a definition of “virtual worlds”. Journal of Virtual Worlds Research, 1, 1-5. https://journals.tdl.org/jvwr/article/view/283/237
[2] Fetscherin, M. and Lattemann, C. (2008) User acceptance of virtual worlds. Journal of Electronic Commerce Research, 9, 231-242.
[3] Warburton, S. (2009) Second life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British Journal of Educational Technology, 40, 414-426. http://dx.doi.org/10.1111/j.1467-8535.2009.00952.x
[4] Halvorson, W., Ewing, M. and Windisch, L. (2011) Using second life to teach about marketing in second life. Journal of Marketing Education, 33, 217-228. http://dx.doi.org/10.1177/0273475311410854
[5] Houser, R., Thoma, S., Coppock, A., Mazer, M. and Midkiff, L. (2011) Learning ethics through virtual fieldtrips: Teaching ethical theories through virtual experiences. International Journal of Teaching and Learning in Higher Education, 23, 260-268.
[6] Jamaludin, A., Chee, Y.S. and Ho, C.M.L. (2009) Fostering argumentative knowledge construction through enactive role play in second life. Computers & Education, 53, 317-329. http://dx.doi.org/10.1016/j.compedu.2009.02.009
[7] Rogers, L. (2011) Developing simulations in multi-user environments to enhance healthcare education. British Journal of Educational Technology, 42, 608-615. http://dx.doi.org/10.1111/j.1467-8535.2010.01057.x
[8] Wang, Y. and Braman, J. (2009) Extending the classroom through second life. Journal of Information Systems Education, 20, 235-247.
[9] Vogel, D., Guo, M., Zhou, P., Tian, S. and Zhang, J. (2008) In search of second life nirvana. Issues in Informing Science and Information Technology, 5, 11-28.
[10] Wang, C., Song, H., Xia, F. and Yan, Q. (2009) Integrating second life into an EFL program: Students’ perspectives. Journal of Educational Technology Development and Exchange, 2, 1-16.
[11] Manochehr, N.-N. (2006) The influence of learning styles on learners in e-learning environments: An empirical study. Computers in Higher Education Economics Review, 18, 10-14.
[12] Felder, R.M. and Spurlin, J.E. (2005) A validation study of the index of learning styles. Applications, reliability, and validity of the index of learning styles. International Journal of Engineering Education, 21, 103-112.
[13] Felder, R.M. and Soloman, B.A. (1994) Index of learning styles. http://www4.ncsu.edu/unity/lockers/users/f/felder/public/ILSdir/ILS.pdf
[14] Wang, Y.S. (2003) Assessment of learner satisfaction with asynchronous electronic learning systems. Information and Management, 41, 75-86. http://dx.doi.org/10.1016/S0378-7206(03)00028-4
[15] Willems, J. (2011) Using learning styles data to inform e-learning design: A study comparing undergraduates, postgraduates and e-educators. Australasian Journal of Educational Technology, 27, 863-880.
[16] Lee, J.J. and Hoadley, C.M. (2007) Leveraging identity to make learning fun: Possible selves and experiential learning in massively multiplayer online games (MMOGs). Innovate: Journal of Online Education, 3. http://www.innovateonline.info/index.php?view=article&id=348

  
comments powered by Disqus

Copyright © 2018 by authors and Scientific Research Publishing Inc.

Creative Commons License

This work and the related PDF file are licensed under a Creative Commons Attribution 4.0 International License.