Title
How cues of what can be done in a virtual world influence learning: An affordance perspective.
Abstract
What we know about learning outcomes for collaborative tasks in virtual environments is a confusing set of results. Many organizations have been hesitant about their use of virtual environments for this reason. Virtual worlds (VWs) have received attention as environments for learning, yet little is known about their attributes, or how they affect learning in collaborative tasks. James Gibson proposed a theory of affordance to explain how cues in an environment are perceived and lead to some course of action. Based on his theory, we developed a model to describe how cues of what can be done in a VW influence learning. In doing so, we focused on the situativity afforded by VWs through context and social facilitation. We showed how VW artifacts and cues make it easier for users to understand the conditions and interactions in a VW.
Year
DOI
Venue
2013
10.1016/j.im.2013.01.003
Information & Management
Keywords
Field
DocType
Affordance theory,Social facilitation,Context facilitation,Cognitive absorption,Learning satisfaction,Task participation,Perceived learning,Virtual worlds
Social psychology,Metaverse,Course of action,Cognitive psychology,Knowledge management,Cognitive absorption,Engineering,Social facilitation,Affordance,Mental state
Journal
Volume
Issue
ISSN
50
5
0378-7206
Citations 
PageRank 
References 
6
0.49
8
Authors
4
Name
Order
Citations
PageRank
Lakshmi Goel117414.03
Norman A. Johnson229211.41
Iris A. Junglas357730.32
Blake Ives439321214.96