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Articles

Effects of collaborative activities on group identity in virtual world

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Pages 516-527 | Received 18 Jun 2010, Accepted 08 Jul 2010, Published online: 14 Sep 2011
 

Abstract

The purpose of this study was to analyze the effects of collaborative activities on group identity in a virtual world such as Second Life. To achieve this purpose, this study adopted events that promoted participants' interactions using tools inherent in Second Life. The interactive tools given to the control group in this study included ‘permissions to move, copy, edit’, ‘give item’, ‘chat’, and ‘send instant message’. In addition to these tools, special tools of ‘give item for praise’ and ‘pollster’ were given to the experimental group. The two groups were compared using scores of group identity, which has nine subcategories. The experimental group showed higher scores in five subcategories than the control group. Thus, we concluded that the use of tools for facilitating participants' interactions is effective for the formation of group identity.

Notes on contributors

Dr. Hyungsung Park has been teaching at Kyonggi University since 2009. His research interests are in educational games and virtual world in education. He has recently published several books on educational games, virtual world, and mobile learning and has authored chapters entitled ‘Design of an adaptive mobile learning management system based on student learning styles’ in Handbook of Research on User Interface Design and Evaluation for Mobile Technology and ‘Learning by doing via game making’ in Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments by IGI Global.

Sumin Seo is an elementary school teacher in Ulsan Metropolitan. He also works at Korea National University of Education, South Korea. His research interests include collaborative e-learning for elementary school students.

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