Reference Hub1
Faculty Adoption of 3D Avatar-Based Virtual World Learning Environments: An Exploratory Case Study

Faculty Adoption of 3D Avatar-Based Virtual World Learning Environments: An Exploratory Case Study

Susan Dass, Nada Dabbagh
ISBN13: 9781522501251|ISBN10: 1522501258|EISBN13: 9781522501268
DOI: 10.4018/978-1-5225-0125-1.ch011
Cite Chapter Cite Chapter

MLA

Dass, Susan, and Nada Dabbagh. "Faculty Adoption of 3D Avatar-Based Virtual World Learning Environments: An Exploratory Case Study." Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning, edited by Francisco Milton Mendes Neto, et al., IGI Global, 2016, pp. 262-296. https://doi.org/10.4018/978-1-5225-0125-1.ch011

APA

Dass, S. & Dabbagh, N. (2016). Faculty Adoption of 3D Avatar-Based Virtual World Learning Environments: An Exploratory Case Study. In F. Neto, R. de Souza, & A. Gomes (Eds.), Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning (pp. 262-296). IGI Global. https://doi.org/10.4018/978-1-5225-0125-1.ch011

Chicago

Dass, Susan, and Nada Dabbagh. "Faculty Adoption of 3D Avatar-Based Virtual World Learning Environments: An Exploratory Case Study." In Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning, edited by Francisco Milton Mendes Neto, Rafael de Souza, and Alex Sandro Gomes, 262-296. Hershey, PA: IGI Global, 2016. https://doi.org/10.4018/978-1-5225-0125-1.ch011

Export Reference

Mendeley
Favorite

Abstract

An exploratory, mixed methods case study was conducted within a design-based research approach to explore nursing faculty (n = 8) consideration of adopting virtual worlds as a learning environment before and after a three session Professional Development Intervention (PDI). Surveys, interviews, and session transcripts revealed the PDI did improve faculty consideration of virtual worlds but only three participants would likely pursue virtual worlds as a learning environment. Multiple adoption model constructs such as perceived ease of use were explored but no one construct was found to be an indicator of adoption intentions. However, personal innovativeness was considered a demographic likely to influence adoption. Additionally, those participants that self-identified concrete, perceivably doable learning activities for a virtual world that offered a relative advantage over current practice may be key to discerning those who may adopt a virtual world.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.