The Study of 3D Virtual World Computer Program, Second Life, User Behaviors Effected to The Project Follow-Up Results in Satisfaction, Knowledge, and Adapted Usages of Rangsit Universitys Students
Abstract:
This research aimed to study of 3D virtual world computer program, second life, users behaviors effected to the project follow-up results in satisfaction, knowledge, and adapted usages of Rangsit Universitys students, from the 92 samples of Rangsit Universitys Bachelor degree students who got training on the virtual world program, second life, by Center of Innovative Learning, Technology Department, Rangsit University, using a questionnaire. The statistics used to analyze data composed of frequency, percentage, mean, Standard Deviation, and t-test.
Findings were showed that:
1. The students satisfaction about the knowledge from using second life to practice English skill was at a moderate level. Considering each item found one item: to receive more vocabulary, idiom, and the sentence form was at a high level, the others were at moderate level.
2. The students opinion level on the knowledge and the adapted usages in daily life about the knowledge from using second life to practice English skill was at a moderate level.
3. Gender had no influence on their satisfaction, but different behaviors on using the 3D virtual world benefit found significantly difference in 6 topics of behavior, as follows: 1) the online place, 2) communication way with foreigners, 3) the frequency of time for online per week, 4) the amount of minute that students online per time, 5) the students know the 3D virtual world, and 6) the period of time that the students online, respectively