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What is Virtual Venues (“Spaces” or “Places”)

Handbook of Research on Teaching and Learning in K-20 Education
Virtual “places” are differ from the “spaces,” because involving social and cultural values as opposed to a simple spatial arrangement. The concept of a ‘place’ makes an environment to meet specific needs. The sense of place, and gives the feeling of “belonging,” directs the behavior and arouses the emotions affect the activities. The place is more a discipline than a natural phenomenon, as is the common experience that makes sense of place really.
Published in Chapter:
A Qualitative Research Approach for the Investigation and Evaluation of Adult Users’ Participation Factors through Collaborative E-Learning Activities in the Virtual World of “Second Life”
Pellas Nikolaos (University of the Aegean, Greece) and Kazanidis Ioannis (Kavala Institute of Technology, Greece)
Copyright: © 2013 |Pages: 26
DOI: 10.4018/978-1-4666-4249-2.ch028
In the last thirty years, participation factors have particularly attracted the interest of Adult Education researchers, and it could be said that this is probably one of the most discussed topics in this field. Hence, “participation theories” that relate organized educational activities can give a logical explanation for the complexity and multifactor nature of adult leading to educational practices. In these circumstances, the chapter presents recent findings of a qualitative research effort, conducted in the virtual world of Second Life (SL). This premise is recapitulated in an attempt to illuminate the theme of trainee users’ broad participation in collaborative e-learning activities based on the interpretive framework of “adults’ participation theories” that can interpret the motivational factors, recommended from McGivney (1993). The value-added effect helps one to understand the mobilization of different adults’ perspectives and thoroughly enunciate the key factors that influence the decision to participate in teamwork activities.
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