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Enhancing Knowledge Sharing Among Higher Education Students through Digital Game

Knowledge is valuable assets of organizations. One of the effective ways of creating new knowledge is highlighting knowledge sharing process among people. In this study the researcher tries to investigate the solutions for knowledge sharing problem in the classroom context. We have two objectives. One is to examine whether participants’ decision-making process in knowledge sharing behaviour through digital game depend on their colleagues’ knowledge sharing behaviours. The second is to examine the perceived payoff of sharing knowledge and specify if it can be characterized through the game theory. The descriptive study was carried out among 30 students from KLMU College in Malaysia. The result indicated the students’ decision making to share their knowledge was dependent to peers knowledge sharing behaviours. In addition, the perceived payoff of sharing knowledge between the students could be characterized by an assurance game. Finally, the paper provides some implication for lecturers or managers who want to provide effective knowledge sharing in their classrooms or organizations.

  Enhancing Knowledge Sharing Among Higher Education Students through Digital Game (702.6 KiB, 2,966 hits)

Posted in Information Technology, Volume III, Issue no. 3Comments Off on Enhancing Knowledge Sharing Among Higher Education Students through Digital Game

Enhancing Learning within the 3-D Virtual Learning Environment

Today’s using of virtual learning environments becomes more remarkable in education. The potential of virtual learning environments has frequently been related to the expansion of sense of social presence which is obtained from students and educators. This study investigated the effectiveness of social presence within virtual learning environments and analysed the impact of social presence on increasing learning satisfaction within virtual learning environments. Second Life, as an example of virtual learning environments considered as a learning medium to examine the feeling of social presence in students’ learning activities which adopted for this study. First objective is to identify the importance of social presence to increase learning satisfaction, and second is to examine students’ perception of social presence in virtual learning environments. The descriptive study was conducted among 40 students participated to the virtual course in Second Life. The result indicated social presence is an essential part of learning in virtual learning environments in meeting students’ learning satisfaction. It was also discovered that perceiving high feeling of social presence is affected by different specifications of virtual learning environments. In conclusion this study presents the finding and discusses some implication for lecturers, online course designers, and researchers are increasingly investigating the use of virtual environments for online learning.

  Enhancing Learning within the 3-D Virtual Learning Environment (681.7 KiB, 2,209 hits)

Posted in Information Technology, Volume III, Issue no. 3Comments Off on Enhancing Learning within the 3-D Virtual Learning Environment