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Measuring the Affordances of Studying in a Virtual World
T. Barker
Centre for Computer Science and Informatics Research
Department of Computer Science
School of Physics, Engineering & Computer Science
Research output
:
Contribution to conference
›
Paper
›
peer-review
63
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Keyphrases
Virtual Worlds
100%
Teaching-learning
100%
Second Life
100%
Virtual Environment
100%
Virtual Campus
66%
Potential Problems
33%
Group Work
33%
Practical Project
33%
Hertfordshire
33%
Cognitive Burden
33%
Teaching Activities
33%
Pedagogical Benefits
33%
Bandwagon
33%
Software Project
33%
Group Areas
33%
Cognitive Load
33%
Virtual Desktop
33%
Virtual Lectures
33%
Teaching Materials
33%
Project Work
33%
Computer Science
33%
Virtual Learning Environment
33%
Teaching Strategies
33%
Activity Type
33%
Audio Learning
33%
Video Learning Materials
33%
Learning Strategies
33%
Learning Activities
33%
Computer Science Students
33%
University Lecturers
33%
Video Teaching
33%
Arts and Humanities
Virtual Reality
100%
Virtual worlds
100%
Affordances
100%
Second Life
75%
Virtual
75%
Initiative
75%
Campus
50%
Computer Science
50%
Cognitive
50%
Learning strategies
25%
Faculty
25%
Efficacy
25%
Justification
25%
Hertfordshire
25%
Wagons
25%
Jump
25%
Computer Science
Teaching and Learning
100%
Virtual Environments
80%
Computer Science
40%
Software Development
20%
Psychology
Second Life
100%
Individual Differences
33%
Qualitative Research
33%
Cognitive Load
33%