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promise for educational technologists. On the other hand, digital serious games have long provided for an alternative instructional medium that attracts learners motivation. With the advent of Massive Multiplayer Online Games (MMOGs) and Virtual Worlds (VWs), the interest of educational researchers and practitioners has been refueled (DeSantis, 2012). Numerous researchers have elaborated on the potential that VWs hold teaching and learning practices. Virtual worlds, loosely dened, can include any online environment that facilitates community formation and maintenance (for example, game spaces, social networking applications, learning management systems, and 3D virtual environments), although most researchers stress the simulated nature of VWs as being their distinguishing feature. Thus, although many VWs facilitate searching, connecting, authoring, highlighting, and information collection and retrieval, their special attribute is that they allow users to navigate some form of virtual space and to connect with other users either textually or graphically. Multi-User Domains, ObjectOriented (MUD/MOOs) or Multi-User Virtual Environments (MUVEs) are common examples of text-based VWs and Second Life or MMOGs are typical examples of graphics-based VWs. Ultimate directions for the design and evaluation of virtual worlds are still very much under development and Duncan et al. (2012) conclude that, in addition to elaborating on instructional and learning theories to account for these environments, issues of usability and UX is also an important area for future research. In terms of educational opportunities for VWs, VWs support rich interactions, context-based visualizations, immersion, community development, and content building (Schroeder, 2008; Warburton, 2009). Hence the importance of contributing empirical research studies that document user experience (UX) and usability approaches to these learning worlds. UX integrates the full range of usability methods (Nielsen and Mack, 1994; Trenner and Bawa, 1998) into the design and redesign process of hardware and software applications but, only recently, have these methods been applied to virtual learning environments (Squires, 1999; Zaharias, 2004; Zaharias and Poulymenakou, 2009). Regarding this special issue, our main objective was to collect high-quality empirical manuscripts that researched
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some aspect of UX as it related to VLEs. After the completion of the review process, three articles were nally included in this special issue. The rst describes a framework for understanding and measuring UX while playing adaptive educational games. The second investigates the importance of perceived t of and satisfaction with a VLE stressing UX factors related to learner use continuation and increased learner motivation. The third paper examines collaborative learning and UX factors in a virtual world, a LMS, and in face-to-face settings. Efe Law and Xu Sun describe a digital educational game, 80Days, a geography game designed for use by 10- and 11year olds. The authors propose a multidimensional framework for describing the importance of UX to adaptive digital educational games. Their framework includes the users gaming experiences (for example, challenge, ow, immersion, and so on) and learning experiences (for example, content appropriateness, understandability of goals, quality of feedback, etc.), game adaptivity (attention and learner response to instructional stimuli), and general usability (navigation, ease of control, learnability, responsiveness). Borrowing from Engestroms (1993) activity system model, Law and Sun elaborate on how activity theory allows them to attend to subjects experiences using games while at the same time accounting for social and cultural levels of participation: subjects are players, objects are game tasks, tools are the game features, community is the research team, rules are the game rules, and division of labor distinguishes players from observers and from researchers. The authors employed Dyadic User experience tests (DUxt) to measure learning experience, gaming experience, and general usability. DUxt involves pairing two participants together and asking them to perform a talk-aloud protocol as they play. Observational data and semistructured interviews augment the DUxt transcripts. Wen-Shan Lin describes a VLE that supports the exchange of teaching materials and that facilitates learner interaction around contributed project materials. The VLE is part of a blended learning course on information systems fundamentals for higher education students and the author focuses on the relationship between technology acceptance and continued use by the learners. This research highlights the importance of perceived t of and satisfaction with a VLS in terms of learner use continuation and increased learner motivation. The framework inuencing this study of technology, acceptance, through to performance is TAM (the Technology Acceptance Model outlined by Yen et al., 2010). A ve-point Likert scale was tested in a pilot study and then employed here to capture perceived t, satisfaction, VLS continuance intention, and perceived impacts on learning. The instrument was administered to the 165 participants at the end of every week of the 18-week course semester. The results suggest that perceived t is related to satisfaction and VLS continuance intention; moreover, learner satisfaction is related to VLS continuance intention and that this, in turn, is related to positive
perceptions of learning. Effective design and deployment of VLS environments depends on learner acceptance of the system. Indeed, continued use of a VLS positively inuences learner performance with the system, a nding that conrms the importance of designing for ease of use. Alistair Sutcliffe and Amal Al Rayes describe two studies of collaborative learning using Second Life. The rst study is an ecological study of Second Life with an undergraduate class, including observation, interviews, and limited surveys. The second is empirical and compares the effectiveness and user experience with Second Life, Blackboard, and face-to-face settings. The results of the rst study suggest that students are able to successfully use Second Life and that their general response to the experience is positive. In particular, learners felt actively involved in the experience worked in the space frequently. The second study investigates the collaborative effectiveness of virtual worlds, in this case Second Life and Blackboard. Sixty-three participants self-selected teams to work on a survival prioritization problem related to being lost in the desert, lost at sea, or trying to survive on the moon. Results suggest that participants prefer Blackboard over Second Life. The authors speculate that, since Blackboard is well known to most participants, it may be that familiarity inuenced this difference. Speed to accomplish the learning task was greatest in the face-to-face condition, followed by Blackboard, with Second Life last. These results bare out in terms of group interaction, post-test rating scores, environment scores, and satisfaction with decisions made. The authors conclude that, although virtual worlds (for example, Second Life) may have a positive inuence on learner motivation and engagement, convention Learning Management Systems (LMSs such as Blackboard) may be preferred by learners. One major shortcoming of Second Life in this study was that it supported knowledge construction poorly versus learner communication and team activities. We hope you enjoy reading these articles as much was we enjoyed the process of receiving and reading them ourselves. We believe the special issue brings together two complex areas of inquiry, UX and VLEs, both growing in importance and gaining research and practitioner attention as we write. We hope that the three articles presented here offer a useful introduction to developing research area and that they stimulate the development of additional studies related to this important focus. We conclude by offering special thanks to the talented reviewers who participated in this process. Without their generous support and expertise, this special issue would not have been possible: Chee Siang Ang, Leonard Annetta, Paul Ayres, Regina Bernhaupt, Andrea De Lucia, Rita Francese, Andreas Holzinger, Jeroen Janssen, Evangelos Karapanos, Panayiotis Koutsabasis, Zhanshan (Sam) Ma, Shailey Minocha, Lennart E. Nacke, Timo Partala, Simos Retalis, Maria Roussou, Jeff Sauro, Paul van Schaik, Leen-Kiat Soh, Mark Springett, and Spyros Vosinakis.
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References
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Panagiotis Zahariasn Open University of Cyprus, Cyprus E-mail address: zaharias@cs.ucy.ac.cy Brad Mehlenbacher NC State University, USA
Corresponding author.