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First page of Competitive Game Effect on Collaborative Learning in a Virtual World

This chapter discusses the learning experiences of university students who engaged in a competitive-game-like activity as part of working collaboratively in cross-cultural, cross-national, virtual learning teams in a 3D virtual world. This study is the latest of a series designed to explore the potential usefulness of 3D virtual worlds supporting cross-cultural learning teams and to understand the student experience.

It was assumed that integrating a game-based activity as part of a CSCL course could help motivate the students to seek to enhance the performance of their teams in the competition. It might increase their feeling of belonging and sense of community and responsibility to the group. The preparation of the task by the students, as well as the competitive-game activity (Amazing Race), challenged the team members to show responsibility and flexibility in order to be in the group that won the race by being the first to upload their group pictures as they completed the game tasks in different VW situations and contexts (Figure 7.1).

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