Answers are grounded in this paper and cite their sources.
E-learning has seen tremendous growth in recent years. More and more, university courses are now available online to a potentially global audience. However, a significant shortcoming of e-learning technologies has been poor support for group-oriented learning. We believe that virtual worlds offer a potential solution. Unlike videoconferencing (for instance), virtual worlds provide a shared visual space for students to meet and interact (via avatars). Not only do students share the quasi-realism of a 3D environment where participants can see and hear one another, they also have the capability to manipulate artifacts together. These factors provide a strong sense of group presence, which leads to engaging group learning interactions.
No takes yet. Share an insight, caveat, or question.
Franceschi et al. (2009) studied this question.
Synapse has enriched 10 related papers. Consider them for comparative context: