研究生: |
林奕慧 Lim, Yih-Hueh |
---|---|
論文名稱: |
探究不同性別使用者於元宇宙學習媒體素養之學習動機、認知成效及自我效能之影響——以社群媒體Zenly為例 Exploring the Impact of Gender on Learning Motivation, Cognitive Effects, and Self-Efficacy of Users in Metaverse Learning Media Literacy: A Case Study of the Social Media Platform Zenly |
指導教授: |
蔣旭政
Chiang, Hsu-Cheng |
口試委員: |
蔣旭政
Chiang, Hsu-Cheng 陳聖智 Chen, Sheng-Chih 林慧斐 Lin, Hui-Fei |
口試日期: | 2024/06/06 |
學位類別: |
碩士 Master |
系所名稱: |
大眾傳播研究所 Graduate Institute of Mass Communication |
論文出版年: | 2024 |
畢業學年度: | 112 |
語文別: | 中文 |
論文頁數: | 114 |
中文關鍵詞: | 元宇宙 、性別 、學習動機 、認知成效 、自我效能 、媒體素養 |
英文關鍵詞: | Metaverse, Gender, Learning Motivation, Cognitive Effects, Self-Efficacy, Media Literacy |
研究方法: | 實驗設計法 |
DOI URL: | http://doi.org/10.6345/NTNU202400692 |
論文種類: | 學術論文 |
相關次數: | 點閱:393 下載:17 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
隨著全球網際網路的普及和數位工具的提升,社群媒體在日常生活中變得愈加重要。儘管社群媒體帶來了許多便利,但也帶來了假訊息、隱私洩漏等風險。因此,提升媒體素養成為當務之急。臺灣教育部已將媒體素養納入基礎教育課綱,並且民間團體也通過多種方式推廣媒體素養教育。2021年,元宇宙的興起提供了全新的學習方式,再透過VR/AR技術,可以為學習者提供沉浸式的學習體驗。然而,若欲於元宇宙空間中進行學習,了解使用者於元宇宙中的學習的效果至關重要,由此,本研究採2(不同學習方式:元宇宙學習vs.新聞學習) x 2(性別:男性vs.女性)的二因子組間實驗設計,探討兩項自變項對於使用者之學習動機、認知成效、自我效能之影響,並以於2022年引起熱議之社群媒體Zenly為例。
本研究結果證實:(1)不同沉浸度的學習方式對學習者的學習動機、認知成效和自我效能有顯著影響,具備沉浸度的元宇宙學習相比於無沉浸度的傳統新聞學習,能產生較佳的學習動機和自我效能;唯在認知成效方面,傳統新聞學習優於元宇宙學習;(2)不同性別對學習者的學習動機、認知成效和自我效能皆無顯著影響,然而,結果仍與預期相符,即男性學習者擁有更高的學習動機、更佳的認知成效和更高的自我效能;(3)不同學習方式與不同性別之間存在顯著的交互效果,在參與元宇宙學習的男性學習者中,皆產生了較高的學習動機、更佳的認知成效和更高的自我效能;而在女性學習者中,交互作用並未呈現顯著差異,無論是元宇宙學習或傳統新聞學習,皆對其學習動機、認知成效和自我效能之影響無差異。
With the global proliferation of the internet and the advancement of digital tools, social media has become increasingly important in daily life. Despite the many conveniences brought by social media, it also introduces risks such as misinformation and privacy breaches. Therefore, enhancing media literacy has become urgent. In Taiwan, the Ministry of Education has incorporated media literacy into the basic education curriculum, and various non-governmental organizations are promoting media literacy education through multiple methods. In 2021, the rise of the Metaverse provided a novel learning environment. Through VR/AR technology, learners can experience immersive learning. However, understanding the effectiveness of learning within the metaverse is crucial. Thus, this study employed a 2 (learning methods: metaverse learning vs. traditional news learning) x 2 (gender: male vs. female) between-subjects experimental design to investigate the effects of these variables on learning motivation, cognitive effects, and self-efficacy, using the social media platform Zenly, which garnered significant attention in 2022, as a case study.
The results of this study confirmed that: (1) Different levels of immersion in learning methods significantly affect learning motivation, cognitive effects, and self-efficacy. Metaverse learning, which offers high immersion, results in better learning motivation and self-efficacy compared to traditional news learning, which offers low immersion. However, in terms of cognitive effects, traditional news learning outperforms metaverse learning. (2) Gender does not significantly affect learning motivation, cognitive effects, and self-efficacy. Nevertheless, the results align with expectations, showing that male learners have higher learning motivation, better cognitiveeffects, and higher self-efficacy. (3) There is a significant interaction effect between learning methods and gender. Male learners in the metaverse learning environment exhibited higher learning motivation, better cognitive effects, and higher self-efficacy, while the interaction effect was not significant among female learners. Regardless of the learning method, there were no differences in the impacts on female learning motivation, cognitive effects, and self-efficacy.
Fuchs, C.(2017)。社群媒體批判理論(羅世宏、徐福德譯)。五南。(原著出版於2013年)
McGinnis, Patrick J.(2020)。錯失恐懼:從心理、人際、投資到求職,讓10億人深陷的焦慮陷阱(羅亞琪譯)。商周。(原著出版於2020年)
OOSGA(2023年10月20日)。台灣社群媒體現況:2023年社群平台發展趨勢、用戶分佈數據。https://zh.oosga.com/social-media/twn/
王伯源(2020)。透過行動學習遊戲app教學方式探討學習動機、學習態度、學習模式滿意度與學習成效-以媒體素養課程置入性行銷為例。國立臺灣師範大學大眾傳播研究所碩士論文。
王泰俐(2015)。電視新聞感官注意。五南。
王泰俐(2019)。假新聞與民主危機。臺灣民主季刊,16(3),155-161。https://www.airitilibrary.com/Article/Detail?DocID=17269350-201909-202001100022-202001100022-155-161
王震武、林文瑛、林烘煜、張郁雯、陳學志、卓淑玲(2020)。心理學(第三版簡明版)。學富文化。
石立慈(2015)。個人-組織適配、個人-工作適配對離職傾向的影響:以工作特性、自我效能為中介。國立陽明交通大學管理學院管理科學學成碩士論文。
江金山(1985)。公共利益團體影響公共政策之研究:消費者文教基金會的個案分析。政治大學公共行政研究所碩士論文。
江明修(2000)。第三部門經營策略與社會參與。智聖。
江淑琳(2014)。流動的空間,液態的隱私:再思考社交媒體的隱私意涵。傳播研究與實踐,4(1),85-104。https://doi.org/10.6123/JCRP.2014.005
江義平、江孟璇、楊婉伶(2019)。 社群媒體使用行為之構形探究。電子商務研究,17(4), 247–275。
朱敬先(2000)。教育心理學。臺北:五南。
自由時報(2022年9月4日)。美國少年最愛的「冰棒」掰了!Snap:Zenly將停止營運。https://news.ltn.com.tw/news/world/breakingnews/4047856
何蕙安(2023)。【分享錯誤資訊或許不是你的錯】南加大研究揭傳播假訊息助手:社群平台機制使得用戶分享上癮。台灣事實查核中心 Taiwan FactCheck Center。https://tfc-taiwan.org.tw/articles/8744
李丞桓(2022)。元宇宙:全面即懂metaverse的第一本書。三采文化。
李京翰(2012)。數位學習環境之回饋策略與性別對國中生化學酸鹼中和單元學習之影響。國立臺灣師範大學資訊教育學系碩士論文。
李旻樺、林清文(2003)。高中學生之自我效能、成功期望、學習任務價值與動機調整策略之研究。中華輔導學報,14,117-145。
李佩綺(2019)。數位時代之媒體素養教育融入中小學課程。臺灣教育評論月刊,8(3),259-267。
李思壯、黃彥男(2019)。數位時代之數位隱私保護。國土及公共治理季刊,7(4),30-39。
李婷榆(2022年11月29日)。資訊化時代好寂寞!Zenly總被說侵犯隱私權,網路原生世代也這樣想?。喀報 cast net。https://castnet.dcat.nycu.edu.tw/2022/11/29/%E8%B3%87%E8%A8%8A%E5%8C%96%E6%99%82%E4%BB%A3%E5%A5%BD%E5%AF%82%E5%AF%9E%EF%BC%81zenly%E7%B8%BD%E8%A2%AB%E8%AA%AA%E4%BE%B5%E7%8A%AF%E9%9A%B1%E7%A7%81%E6%AC%8A%EF%BC%8C%E7%B6%B2%E8%B7%AF%E5%8E%9F/
李舒茜(2018)。國中生學習動機因素及學習動機之探討研究。國立彰化師範大學輔導與諮商學系碩士論文。
李漢森(2014)。初探桌遊學習對國中七年級學生坡地災害概念的影響。國立臺灣師範大學科學教育研究所碩士論文。
克勞德(2022年12月8日)。台灣團隊研發!新一代爆紅社交定位神器「冰友」破50萬下載數。手機王sogi。https://www.sogi.com.tw/articles/mixerbox/6259001
兒盟倡議(2022年2月22日)。2022「臺灣兒少網路社交行為暨社群恐慌(FoMO)現象調查」記者會。兒福聯盟Child Welfare League Foundation。https://www.children.org.tw/news/news_detail/2715
林日璇(2022)。虛擬實境學術前沿研究,探討未來元宇宙科技可能性。人文與社會科學簡訊,23(4),55-60。
林玉鵬、王維菁、陳炳宏(2020)。數位網路時代下媒體素養教育政策再思考。教育科學研究期刊,65(1),115-136。
林達陞(2023)。科技輔助自主學習搭配WSQ學習策略對中學生程式設計之學習成效。淡江大學教育科技學系數位學習碩士在職專班碩士論文。
林錦郎、卓麗香、張松山(2017)。資訊隱私機制與信任對Facebook社群網站使用者行為意圖影響之研究。全球商業經營管理學報,(9),13-25。
周文松(2007)。國中學生學習動機、家長教育期望與學業成就──以中部地區為例。國立彰化師範大學教育研究所碩士論文。
吳佩樺(2022年11月19日)。地址也不行!臉書新規將移除個人檔案「四大敏感自介」。自由時報電子報。https://3c.ltn.com.tw/news/51517
吳美美(2004)。資訊素養與媒體素養-數位時代的素養與素養教育。台灣教育,(629),9-14。https://doi.org/10.6395/TER.200410.0009
吳翠珍、陳世敏(2007)。媒體素養教育。巨流。
胡元輝(2022)。假訊息:當代傳播與民主的挑戰。載於王維菁、林玉鵬、王俐容(主編),AI時代的數位傳播素養教育(頁119-138)。五南。
洪聖濠(2005)。行動定位服務中的位置資料隱私保護。科技法律透析,17(1),8-13。https://doi.org/10.7062/STLR.200501.0008
財團法人臺灣網路資訊中心(2023)。2023年臺灣網路報告。https://report.twnic.tw/2023/assets/download/TWNIC_TaiwanInternetReport_2023_CH_all.pdf
唐嘉蓉(2001)。閱聽人外語新聞的收訊分析-以大專生收聽英語廣播新聞為例。國立政治大學新聞學系碩士論文。
郭于甄(2023)。數位媒介下親密關係發展之研究——以台灣Zenly使用者為例。〔未公開之碩士論文〕元智大學經營管理碩士班行銷學程碩士學位論文。
陳世敏、吳翠珍(2014)。傳播教育通識化的途徑。載於陳炳宏、柯舜智、黃聿清(主編),教學與學教——高等教育媒體素養教學參考手冊(頁41-83)。國立臺灣師範大學。
陳芳儀(2022年10月12日)。走到哪就定位到哪,你也用過Zenly嗎。新聞實驗室。https://newslab.pts.org.tw/video/206
陳志盛、沈玫宜(2020)。嘉義縣新住民子女學習成就差異性之研究。學校行政,128,68-89。https://doi.org/10.6423/HHHC.202007_(128).0004
陳炳宏(2019年1月21日)。108課綱「科技資訊與媒體素養」係瞎米?談如何落實媒體素養教育。〔批媒‧眉批——陳炳宏的部落格〕。取自https://pxc24.blogspot.com/2019/01/108.html
陳根(2022)。元宇宙METAVERSE:鏈接虛擬和現實,開啓無限可能性。博碩文化。
駐洛杉磯辦事處教育組研究(2018)。智能手機等3C產品,對青少年心理健康造成的後遺症。國家教育研究院臺灣教育研究資訊網。
駐洛杉磯辦事處教育組研究(2019)。媒體及資訊素養是識別錯誤資訊的關鍵能力。國家教育研究院臺灣教育研究資訊網。
展將數位(2022年11月21日)。IG也可以創社團了?新功能群組檔案測試中。數位馬克町 digiMKT。https://digimkt.com.tw/marketing_strategy/ig%E7%A4%BE%E5%9C%98/
教育部(2002)。媒體素養教育政策白皮書。台北:教育部。
教育部(2008)。教育部中小學資訊教育白皮書2008-2011。台北:教育部。
教育部(2014)。十二年國民基本教育課程綱要總綱。新北市:國家教育研究院。
教育部(2023)。數位時代媒體素養教育白皮書。台北:教育部。
康自立(1990)。技職教育課程設計之重要趨勢。教育部教育研究委員會。
許維寧(2023)。結合VR體驗一日新聞記者 台師大首推媒體素養桌遊。聯合新聞網。https://udn.com/news/story/6928/7645678
章明哲、廖本裕(2013)。數位媒體素養之研究:以臺東縣高中職校學生使用部落格為例。教育傳播與科技研究,(105),21-39。https://doi.org/10.6137/RECT.2013.105.02
張春興(2000)。教育心理學:三化取向的理論與實踐。東華書局。
黃怡菁(2022)。恐讓陌生人隨時掌握行蹤!兒盟調查:每3個兒少就有1個使用 Zenly。親子天下。https://www.parenting.com.tw/article/5092052
黃俊儒(2022)。人工智慧與數位時代下的媒體與資訊素養。載於王維菁、林玉鵬、王俐容(主編),AI時代的數位傳播素養教育(頁41-53)。五南。
彭致翎(2022)。英國、德國如何因應社群媒體對青少年之影響?。國家教育研究院電子報,222。https://epaper.naer.edu.tw/edm.php?grp_no=2&edm_no=222&content_no=3835
程炳林、林清山(2001)。中學生自我調整學習量表之建構及其信效度研究。測驗年刊,48(1),1-41。https://www.airitilibrary.com/Article/Detail?DocID=16094905-200101-48-1-1-41-a
游師柔、葉宣靈、孫之元(2020)。STEM模式整合穿戴式擴增實境和穿戴式虛擬實境應用於科學教育:探討科學學習自我效能來源對高中生科學學習自我效能和學習成效之影響。數位學習科技期刊,12(3),25-57。
游梓翔(2018)。社群媒體在傳播理論中的定位。載於游梓翔、溫偉群(主編),社群媒體與口語傳播(頁3-15)。五南。
電腦王阿達(2022年10月14日)。YouTube 將全面開放「@使用者」帳號代碼功能,留言、社群貼文都可以 Tag 別人了!。電腦王阿達kocpc。https://www.kocpc.com.tw/archives/463612
楊浩然(2021)。虛擬實境的商業化應用:遠比現實世界自由的VR世界。崧燁文化。
楊婉艷(2005)。你在哪裡?我正在看著你!!談行動定位服務與隱私權保護。資訊與電腦,(183)。
鄭宇君(2022)。社交媒體之數據、演算法與隱私。載於王維菁、林玉鵬、王俐容(主編),AI時代的數位傳播素養教育(頁139-155)。五南。
蔡期宇(2020)。負面幽默、假新聞與選民性別對廣告效果之影響——以首投族選民為研究對象。輔仁大學企業管理學系管理學碩士班碩士論文。
賴偉嘉(2018)。大學生社群媒體使用現況與社交焦慮。圖文傳播藝術學報,62-70。https://www.airitilibrary.com/Article/Detail?DocID=16835891-201804-201807170007-201807170007-62-70
劉育成(2018)。隱私不再?以身體與訊息作為隱私概念雙重性社的社會實作理論觀點探究。資訊社會研究,(35),87-124。
劉昌德(2020)。小編新聞學:社群媒體與通訊軟體如何轉化新聞專業。新聞學研究,(142),頁1-58。
劉政宏(2009)。對學習行為最有影響力的動機成分?雙核心動機模式之初探。教育心理學報,41(2),361-383。https://doi.org/10.6251/BEP.20081127
劉政宏、黃博聖、蘇嘉鈴、陳學志、吳有城(2010)。「國中小學習動機量表」之編製及其信、效度研究。測驗學刊,57(3),371-402。
劉慧雯(2015)。從媒體素養到新素養:試論教學策略與認識論的轉變。中華傳播學刊,(27),67-98。https://doi.org/10.6195/cjcr.2015.27.03
謝琇玲、陳碧祺、莊喬鈞(2007)。高中職學生電腦經驗、資訊素養與電腦態度之相關研究。中等教育,58(1),76-92。https://doi.org/10.6249/SE.2007.58.1.05
羅文輝(2000)。性策略理論、性別、第三人效果與支持限制色情媒介。新聞學研究,(63),201-222。
羅驊鋒(2019)。探討新聞遊戲對閱聽人理解程度、認知與態度之影響——以馬來西亞文化為例。國立臺灣師範大學大眾傳播研究所碩士論文。
Adamo-Villani, N., & Wilbur, R. B. (2008). Effects of Platform (Immersive versus Non-immersive) on Usability and Enjoyment of a Virtual Learning Environment for Deaf and Hearing Children. https://doi.org/10.2312/pe/ve2008posters/017-020
Ananya Babu, M. U., & Mohan, P. (2022, June 22). Impact of the Metaverse on the Digital Future: People’s Perspective. 2022 7th International Conference on Communication and Electronics Systems (ICCES). https://doi.org/10.1109/icces54183.2022.9835951
Androutsopoulos, J. (2014, November). Moments of sharing: Entextualization and linguistic repertoires in social networking. Journal of Pragmatics, 73, 4–18. https://doi.org/10.1016/j.pragma.2014.07.013
Ai-Lim Lee, E., Wong, K. W., & Fung, C. C. (2010, December). How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach. Computers & Education, 55(4), 1424–1442. https://doi.org/10.1016/j.compedu.2010.06.006
AlGerafi, M. a. M., Zhou, Y., Oubibi, M., & Wijaya, T. T. (2023). Unlocking the Potential: A Comprehensive Evaluation of Augmented Reality and Virtual Reality in Education. Electronics, 12(18), 3953. https://doi.org/10.3390/electronics12183953
Antonijevic, S. (2008). From Text To Gesture Online: A microethnographic analysis of nonverbal communication in the Second Life virtual environment, Information, Communication & Society, 11(2), 221-238, DOI: 10.1080/13691180801937290
Aichner, T., & Jacob, F. (2015). Measuring the Degree of Corporate Social Media Use. International Journal of Market Research, 57(2), 257-276. https://doi.org/10.2501/IJMR-2015-018
Androutsopoulos, J. (2014, November). Moments of sharing: Entextualization and linguistic repertoires in social networking. Journal of Pragmatics, 73, 4–18. https://doi.org/10.1016/j.pragma.2014.07.013
Arslan, H., Topal, A. (2023) “A Critical Look on Cyberbullying and Cyber Harassment in the Digital Area Within the Scope of Social Media Literacy”. Handbook of Research on Bullying in Media and Beyond, 215-223.
Aufderheide, P. (1993). National Leadership Conference on Media Literacy, Conference Report. Washington, DC: Aspen Institute.
Bandura, A. (1997). Self-efficacy: The exercise of control. W.H. Freeman.
Bandura, A. (1978, January). Self-efficacy: Toward a unifying theory of behavioral change. Advances in Behaviour Research and Therapy, 1(4), 139–161. https://doi.org/10.1016/0146-6402(78)90002-4
Bandura, A. (1988). Organisational Applications of Social Cognitive Theory. Australian Journal of Management, 13(2), 275–302. https://doi.org/10.1177/031289628801300210
Bandura, A. (2000, June). Exercise of Human Agency Through Collective Efficacy. Current Directions in Psychological Science, 9(3), 75-78. https://doi.org/10.1111/1467-8721.00064
Bandura, A. (2001, February). Social Cognitive Theory: An Agentic Perspective. Annual Review of Psychology, 52(1), 1-26. https://doi.org/10.1146/annurev.psych.52.1.1
Barnes, S. B. (2006, September 4). A privacy paradox: Social networking in the United States. First Monday. https://doi.org/10.5210/fm.v11i9.1394
Bermejo, B., Juiz, C., Cortes, D., Oskam, J., Moilanen, T., Loijas, J., Govender, P., Hussey, J., Schmidt, A. L., Burbach, R., King, D., O’Connor, C., & Dunlea, D. (2023). AR/VR Teaching-Learning Experiences in Higher Education Institutions (HEI): A Systematic Literature Review. Informatics, 10(2), 45. https://doi.org/10.3390/informatics10020045
Blascovich, J., Loomis, J., Beall, A. C., Swinth, K. R., Hoyt, C. L., & Bailenson, J. N. (2002). Immersive Virtual Environment Technology as a Methodological Tool for Social Psychology. Psychological Inquiry, 13(2), 103–124. https://doi.org/10.1207/s15327965pli1302_01
Boczkowski, P. J., Mitchelstein, E., & Matassi, M. (2018, January). News comes across when I’m in a moment of leisure: Understanding the practices of incidental news consumption on social media. New Media & Society, 20(10), 3523–3539. https://doi.org/10.1177/1461444817750396
Book B. (2004). In moving beyond the game: social virtual worlds. In: Proceedings of the Culture of Play at the Conference State of Play . New York, USA. New York (NY). New York Law School.
Bower, M., Lee, M. J. W., & Dalgarno, B. (2016). Collaborative learning across physical and virtual worlds: Factors supporting and constraining learners in a blended reality environment. British Journal of Educational Technology, 48(2), 407–430. https://doi.org/10.1111/bjet.12435
Britner, S. L., & Pajares, F. (2006). Sources of science self-efficacy beliefs of middle school students. Journal of Research in Science Teaching, 43(5), 485–499. https://doi.org/10.1002/tea.20131
Cabiria, J. (2012). Augmenting Engagement: Augmented Reality in Education. In Cutting-edge technologies in higher education, 225-251. https://doi.org/10.1108/s2044-9968(2012)000006c011
Cacciatore, M. A., Scheufele, D. A., & Corley, E. A. (2012). Another (methodological) look at knowledge gaps and the Internet’s potential for closing them. Public Understanding of Science, 23(4), 376–394. https://doi.org/10.1177/0963662512447606
Cacciatore M. A., Yeo S. K., Scheufele D. A., Xenos M. A., Brossard D., Corley E. A. (2018). Is Facebook making us dumber? Exploring social media use as a predictor of political knowledge. Journalism & Mass Communication Quarterly, 95(2), 404-424. https://doi.org/10.1177/1077699018770447
Carlsson, U. (2019). Media and information literacy: Field of knowledge, concept and history. In U. Carlsson (Eds.), Understanding media and information literacy (MIL) in the digital age: A question on democracy, 37-55.
Carson, J. (2017). What is social media and how did it grow so quickly? The Telegraph. Retrieved from The Telegraph website: https://www.telegraph.co.uk/technology/0/social-media-did-grow-quickly/
Ceylan, G., Anderson, I. A., & Wood, W. (2023, January 17). Sharing of misinformation is habitual, not just lazy or biased. Proceedings of the National Academy of Sciences, 120(4). https://doi.org/10.1073/pnas.2216614120
Chaffee, S. and Kanihan, S.F. (1997). Learning about politics from the mass media. Political Communication, 14(4), 421-430.
Chang, S. C., & Hwang, G. J. (2018, October). Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions. Computers & Education, 125, 226–239. https://doi.org/10.1016/j.compedu.2018.06.007
Chen, R., & Sharma, S. K. (2015, January). Learning and self-disclosure behavior on social networking sites: the case of Facebook users. European Journal of Information Systems, 24(1), 93-106. https://doi.org/10.1057/ejis.2013.31
Choi, H. S., & Kim, S. (2017). A content service deployment plan for metaverse museum exhibitions—Centering on the combination of beacons and HMDs. International Journal of Information Management; Elsevier BV. https://doi.org/10.1016/j.ijinfomgt.2016.04.017
Choudhry, A., Han, J., Xu, X., & Huang, Y. (2022, January 14). I Felt a Little Crazy Following a ‘Doll’. Proceedings of the ACM on Human-Computer Interaction, 6, 1-28. https://doi.org/10.1145/3492862
Church, E. M., Thambusamy, R., & Nemati, H. (2017, December). Privacy and pleasure: A paradox of the hedonic use of computer-mediated social networks. Computers in Human Behavior, 77, 121–131. https://doi.org/10.1016/j.chb.2017.08.040
De Felice, F., Petrillo, A., Iovine, G., Salzano, C., & Baffo, I. (2023). How Does the Metaverse Shape Education? A Systematic Literature Review. Applied Sciences, 13(9), 5682. https://doi.org/10.3390/app13095682
Dede, C. (1995). The evolution of constructivist learning environments: Immersion in distributed virtual worlds. Educational Technology, 35(5), 46-52.
Dengel, A., & Mägdefrau, J. (2018). Immersive Learning Explored: Subjective and Objective Factors Influencing Learning Outcomes in Immersive Educational Virtual Environments. 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), 608-615, doi: 10.1109/TALE.2018.8615281.
Díaz, J. E. M., Saldaña, C. A. D., & Ávila, C. A. R. (2020, August 14). Virtual World as a Resource for Hybrid Education. International Journal of Emerging Technologies in Learning (IJET), 15(15), 94–109. https://doi.org/10.3991/ijet.v15i15.13025
Dimitrova, D. V., Shehata, A., Strömbäck, J., & Nord, L. W. (2011, November 2). The Effects of Digital Media on Political Knowledge and Participation in Election Campaigns. Communication Research, 41(1), 95–118. https://doi.org/10.1177/0093650211426004
Dionisio, John & III, William & Gilbert, Richard. (2013). 3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities. ACM Computing Surveys (CSUR). 45. 10.1145/2480741.2480751.
Downing, K., Chan, S., Downing, W., Kwong, T., & Lam, T. (2008, April 11). Measuring gender differences in cognitive functioning. Multicultural Education & Technology Journal, 2(1), 4–18. https://doi.org/10.1108/17504970810867124
Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021, October 17). Metaverse for Social Good. Proceedings of the 29th ACM International Conference on Multimedia. https://doi.org/10.1145/3474085.3479238
Eccles, J. S., & Wigfield, A. (2002). Motivational Beliefs, Values, and Goals. Annual Review of Psychology, 53(1), 109–132. https://doi.org/10.1146/annurev.psych.53.100901.135153
Estudante, A., & Dietrich, N. (2020). Using augmented reality to stimulate students and diffuse escape game activities to larger audiences. Journal of Chemical Education, 97(5), 1368–1374. https://doi.org/10.1021/acs.jchemed.9b00933
Felnhofer, A., Kothgassner, O. D., Beutl, L., & Hlavacs, H. (2012). Is virtual reality made for men only? Exploring gender differences in the sence of presence. Annual Conference of the International Society on Presence Research.
Findahl O. (2001). News in our minds. In Renckstorf K., McQuail D., Jankowski N. (Eds.), Television news research: Recent European approaches and findings, 111-128.
Gardner, M., & Elliott, J. (2014). The Immersive Education Laboratory: understanding affordances, structuring experiences, and creating constructivist, collaborative processes, in mixed-reality smart environments. EAI Endorsed Transactions on Future Intelligent Educational Environments. 1. e6. 10.4108/fiee.1.1.e6.
Gledhill, R. F., & Van der Merwe, C. A. (1989). Gender as a factor in student learning: Preliminary findings. Medical Education, 23(2), 201–204. https://doi.org/10.1111/j.1365-2923.1989.tb00887.x
Georgiou, Y., & Kyza, E. A. (2018, December). Relations between student motivation, immersion and learning outcomes in location-based augmented reality settings. Computers in Human Behavior, 89, 173–181. https://doi.org/10.1016/j.chb.2018.08.011
Ghazvini, S. D., & Khajehpour, M. (2011). Gender differences in factors affecting academic performance of high school students. Procedia - Social and Behavioral Sciences, 15, 1040–1045. https://doi.org/10.1016/j.sbspro.2011.03.236
Gilbert, Richard. (2011). The P.R.O.S.E. (Psychological Research on Synthetic Environments) Project: Conducting In-World Psychological Research on 3D Virtual Worlds. Journal For Virtual Worlds Research. 4. 10.4101/jvwr.v4i1.2108.
Gilster, P. (1998, April 3). Digital Literacy. Wiley.
Ginsburg, H. J., & Miller, S. M. (1982, April). Sex Differences in Children’s Risk-Taking Behavior. Child Development, 53(2), 426. https://doi.org/10.2307/1128985
Gleason, B. (2013). Occupy Wall Street: exploring informal learning about a social movement on Twitter. American Behavioral Scientist, 57(7), 966-982, doi: 10.1177/0002764213479372.
Goertzel, B. (2007, December). Human-level artificial general intelligence and the possibility of a technological singularity. Artificial Intelligence, 171(18), 1161–1173. https://doi.org/10.1016/j.artint.2007.10.011
Gohd, C. (2017). New anatomy VR app lets you look inside your own body. Retrieved January 9, 2018, from https://futurism.com/new-anatomy-vr-app-lets-you-look-inside-your-own-body/
González, M. A., Santos, B. S. N., Vargas, A. R., Martín-Gutiérrez, J., & Orihuela, A. R. (2013). Virtual Worlds. Opportunities and Challenges in the 21st Century. Procedia Computer Science, 25, 330–337. https://doi.org/10.1016/j.procs.2013.11.039
Gordon, C. S., Rodgers, R. F., Slater, A. E., McLean, S. A., Jarman, H. K., & Paxton, S. J. (2020, June). A cluster randomized controlled trial of the SoMe social media literacy body image and wellbeing program for adolescent boys and girls: Study protocol. Body Image, 33, 27–37. https://doi.org/10.1016/j.bodyim.2020.02.003
Gottfried, J., Shearer, E. (2016, May 26). News Use Across Social Media Platforms 2016 | Pew Research Center. Pew Research Center’s Journalism Project. Retrieved November 30, 2023, from https://www.pewresearch.org/journalism/2016/05/26/news-use-across-social-media-platforms-2016/
Hanafi, H. F., Said, C. S., Wahab, M. H., & Samsuddin, K. (2017). Improving Students’ Motivation in Learning ICT Course With the Use of A Mobile Augmented Reality Learning Environment. IOP Conference Series. Materials Science and Engineering, 226, 012114. https://doi.org/10.1088/1757-899x/226/1/012114
Hobbs, R. (1998, March 1). The Seven Great Debates in the Media Literacy Movement. Journal of Communication, 48(1), 16–32. https://doi.org/10.1111/j.1460-2466.1998.tb02734.x
Holcomb, Gottfried, & Mitchell. (2020, August 27). News Use Across Social Media Platforms | Pew Research Center. Pew Research Center’s Journalism Project. Retrieved November 29, 2023, from https://www.pewresearch.org/journalism/2013/11/14/news-use-across-social-media-platforms/
Hoy, A. W., & Spero, R. B. (2005). Changes in teacher efficacy during the early years of teaching: A comparison of four measures. Teaching and Teacher Education, 21(4), 343–356. https://doi.org/10.1016/j.tate.2005.01.007
Huggett, J. (2020, June 30). Virtually Real or Really Virtual: Towards a Heritage Metaverse. Studies in Digital Heritage, 4(1), 1–15. https://doi.org/10.14434/sdh.v4i1.26218
Hughes, D. J., Rowe, M., Batey, M., & Lee, A. (2012). A tale of two sites: Twitter vs. Facebook and the personality predictors of social media usage. Computers in Human Behavior, 28(2), 561–569. doi:10.1016/j.chb.2011.11.001.
Hyde, J. S. (2005). The gender similarities hypothesis. American Psychologist, 60(6), 581–592. https://doi.org/10.1037/0003-066x.60.6.581
Hyde, J. S., Bigler, R. S., Joel, D., Tate, C. C., & van Anders, S. M. (2018). The future of sex and gender in psychology: Five challenges to the gender binary. American Psychologist, 74(2), 171-193.
Iqbal, M. M., Mumtaz, K., Khalid, S., Rafiq, T., Owais, S. M., & Al Achhab, M. (2017, July 10). An E-Assessment Framework for Blended Learning with Augmented Reality to Enhance the Student Learning. EURASIA Journal of Mathematics, Science and Technology Education, 13(8). https://doi.org/10.12973/eurasia.2017.00938a
Jaynes, C., Seales, W. B., Calvert, K., Fei, Z., & Griffioen, J. (2003, May 22). The Metaverse. Proceedings of the Workshop on Virtual Environments 2003. https://doi.org/10.1145/769953.769967
Jensen, J. D. (2011, June). Knowledge Acquisition Following Exposure to Cancer News Articles: A Test of the Cognitive Mediation Model. Journal of Communication, 61(3), 514–534. https://doi.org/10.1111/j.1460-2466.2011.01549.x
Jooyoung Kim (2021) Advertising in the Metaverse: Research Agenda, Journal of Interactive Advertising, 21(3), 141-144, DOI: 10.1080/15252019.2021.2001273
Kanematsu, H., Kobayashi, T., Barry, D. M., Fukumura, Y., Dharmawansa, A., & Ogawa, N. (2014). Virtual STEM Class for Nuclear Safety Education in Metaverse. Procedia Computer Science, 35, 1255–1261. https://doi.org/10.1016/j.procs.2014.08.224
Kathy, H., Jennifer, M. Z., Helen S. H., Roberta, M. G., Kevin C., Chip, D., & Ellen, W. (2022, February). A whole new world: Education meets the metaverse. Brookings Institution report. https://policycommons.net/artifacts/4137303/a-whole-new-world/4945926/
Kemp, S. (2024, February 23). Digital 2024: Taiwan. Datareportal. https://datareportal.com/reports/digital-2024-taiwan
Kiili, K. (2005, July). Content creation challenges and flow experience in educational games: The IT-Emperor case. The Internet and Higher Education, 8(3), 183–198. https://doi.org/10.1016/j.iheduc.2005.06.001
Kim, K. S., Sin, S. C. J., & Tsai, T. I. (2014, March). Individual Differences in Social Media Use for Information Seeking. The Journal of Academic Librarianship, 40(2), 171–178. https://doi.org/10.1016/j.acalib.2014.03.001
Kye, B., Han, N., Kim, E., Park, Y., & Jo, S. (2021). Educational applications of metaverse: Possibilities and limitations. Journal of Educational Evaluation for Health Professions, 18, 32. https://doi.org/10.3352/jeehp.2021.18.32
Krokos, E., Plaisant, C. & Varshney, A. (2019). Virtual memory palaces: immersion aids recall. Virtual Reality, 23, 1-15. https://doi.org/10.1007/s10055-018-0346-3
Lee, L.H.; Braud, T.; Zhou, P.; Wang, L.; Xu, D.; Lin, Z.; Hui, P. All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. 10.13140/RG.2.2.11200.05124/8.
Lee, S. and Lee, J. (2023). “Ju. T’aime” My Idol, My Streamer: A Case Study on Fandom Experience as Audiences and Creators of VTuber Concert. IEEE Access, 11, doi: 10.1109/ACCESS.2023.3252563.
Lee, S. K., Lindsey, N. J., & Kim, K. S. (2017). The effects of news consumption via social media and news information overload on perceptions of journalistic norms and practices. Computers in Human Behavior, 75, 254–263. https://doi.org/10.1016/j.chb.2017.05.007
Lin, J. H. T., & Wu, D. Y. (2019, March 6). Newsgames for the Greater Good: The Effects of Graphic Realism and Geographic Proximity on Knowledge Acquisition and Willingness to Help. Journalism & Mass Communication Quarterly, 97(1), 30–51. https://doi.org/10.1177/1077699018820315
Lin, J. H. T. (2017). Fear in virtual reality (VR): Fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game. Computers in Human Behavior, 72, 350–361. https://doi.org/10.1016/j.chb.2017.02.057
Lin, H. C. S., Yu, S. J., Sun, J. C. Y., & Jong, M. S. Y. (2019, June 10). Engaging university students in a library guide through wearable spherical video-based virtual reality: effects on situational interest and cognitive load. Interactive Learning Environments, 29(8), 1272–1287. https://doi.org/10.1080/10494820.2019.1624579
Livingstone, S. (2014, January 1). Developing social media literacy: How children learn to interpret risky opportunities on social network sites. Communications, 39(3). https://doi.org/10.1515/commun-2014-0113
Lo, W. H., Cheng, B. K. L., & Wang, S. (2022, October 19). Effect of Virtual Reality News Presentation on News Learning. Electronic News, 17(3), 164–180. https://doi.org/10.1177/19312431221133494
Luqman, A., Cao, X., Ali, A., Masood, A., & Yu, L. (2017, May). Empirical investigation of Facebook discontinues usage intentions based on SOR paradigm. Computers in Human Behavior, 70, 544–555. https://doi.org/10.1016/j.chb.2017.01.020
McKinsey & Company (2022). Value creation in the metaverse. https://www.mckinsey.com/~/media/mckinsey/business%20functions/marketing%20and%20sales/our%20insights/value%20creation%20in%20the%20metaverse/Value-creation-in-the-metaverse.pdf
Meier, K. (2018, July 1). Journalism meets games: Newsgames as a new digital genre. Theory, boundaries, utilization. Journal of Applied Journalism & Media Studies, 7(2), 429–444. https://doi.org/10.1386/ajms.7.2.429_1
Meier, C., Saorín, J. L., Bonnet de León, A., & Guerrero Cobos, A. (2020). Using the Roblox Video Game Engine for Creating Virtual tours and Learning about the Sculptural Heritage. International Journal of Emerging Technologies in Learning (iJET), 15(20), 268-280. https://doi.org/10.3991/ijet.v15i20.16535
Meyers-Levy, J., Maheswaran, D., (1991). Exploring Differences in Males' and Females' Processing Strategies. Journal of Consumer Research, 18(1), 63-70.
Mikropoulos, T. A., (2006). Presence. A unique characteristic in educational virtual environments. Virtual Reality, 10(3-4), 197-206.
Müller, P., Schneiders, P., & Schäfer, S. (2016). Appetizer or main dish? Explaining the use of Facebook news posts as a substitute for other news sources. Computers in Human Behavior, 65, 431–441. doi:10.1016/j.chb.2016.09.003
Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486–497. https://doi.org/10.3390/encyclopedia2010031
Nevelsteen, K. J. L. (2017, May 15). Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse. Computer Animation and Virtual Worlds, 29(1). https://doi.org/10.1002/cav.1752
Wang, H., Ning, H., Lin, Y., Wang, W., Dhelim, S., Farha, F., Ding, J., & Daneshmand, M. (2023). A Survey on the Metaverse: The State-of-the-Art, Technologies, Applications, and Challenges. IEEE Internet of Things Journal, 10(16), 14671–14688. https://doi.org/10.1109/jiot.2023.3278329
Nowak, K. L., & Biocca, F. L., (2003). The effect of the agency and anthropomorphism on users' sense of telepresence copresence and social presence in virtual environments, Presence, 12(5), 481-494.
Osatuyi, B., Passerini, K., Ravarini, A., & Grandhi, S. A. (2018, June). Fool me once, shame on you, then, I learn. An examination of information disclosure in social networking sites. Computers in Human Behavior, 83, 73-86. https://doi.org/10.1016/j.chb.2018.01.018
Pan, X., & De C Hamilton, A. F. (2018). Why and how to use virtual reality to study human social interaction: The challenges of exploring a new research landscape. British Journal of Psychology, 109(3), 395–417. https://doi.org/10.1111/bjop.12290
Papagiannidis, S., & Bourlakis, M. (2010, February 9). Staging the New Retail Drama: at a Metaverse near you!. Journal for Virtual Worlds Research, 2(5). https://doi.org/10.4101/jvwr.v2i5.808
Park, S. M., & Kim, Y. G. (2022). A Metaverse: Taxonomy, Components, Applications, and Open Challenges. IEEE Access, 10, 4209–4251. https://doi.org/10.1109/access.2021.3140175
Parmaxi, Antigoni (2023) Virtual reality in language learning: a systematic review and implications for research and practice. Interactive Learning Environments, 31(1), 172-184, DOI: 10.1080/10494820.2020.1765392
Parsons, J. E., Ruble, D. N., Hodges, K. L., & Small, A. W. (1976). Cognitive‐Developmental Factors in Emerging Sex Differences in Achievement‐Related Expectancies. Journal of Social Issues, 32(3), 47–62. https://doi.org/10.1111/j.1540-4560.1976.tb02596.x
Pericles ‘asher’ Rospigliosi. (2022). Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work. Interactive Learning Environments, 30(1), 1-3, DOI: 10.1080/10494820.2022.2022899
Picciano, A. G. (2019, March 19). BEYOND STUDENT PERCEPTIONS: ISSUES OF INTERACTION, PRESENCE, AND PERFORMANCE IN AN ONLINE COURSE. Online Learning, 6(1). https://doi.org/10.24059/olj.v6i1.1870
Pintrich, P. R., & Schunk, D. H. (1996). Motivation in education: Theory, research, and applications. Englewood Cliffs, NJ: Prentice Hall.
Pintrich, P. R., Smith, D. A. F., Garcia, T., & McKeachie, W. J. (1991). A manual for the use of the Motivated Strategies for Learning Questionnaire (MSLQ). MI: National Center for Research to Improve Postsecondary Teaching and Learning.
Pirker, J. (2017). Immersive and Engaging Forms of Virtual Learning. Graz, Austria.
Polanco-Levicán, K., & Salvo-Garrido, S. (2022, July 20). Understanding Social Media Literacy: A Systematic Review of the Concept and Its Competences. International Journal of Environmental Research and Public Health, 19(14), 8807. https://doi.org/10.3390/ijerph19148807
Plewe, C., Fürsich, E. (2018). Are Newsgames Better Journalism? Journalism Studies, 19(16), 2470–2487. https://doi.org/10.1080/1461670x.2017.1351884
Proserpio, L., & Gioia, D. A. (2007, March). Teaching the Virtual Generation. Academy of Management Learning & Education, 6(1), 69–80. https://doi.org/10.5465/amle.2007.24401703
Przybylski, A. K., Murayama, K., DeHaan, C. R., & Gladwell, V. (2013, July). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in Human Behavior, 29(4), 1841–1848. https://doi.org/10.1016/j.chb.2013.02.014
Putrevu, S. (2008). Consumer responses toward sexual and nonsexual appeals: The influence of involvement, need for cognition and gender. Journal of Advertising, 37(2), 57-69.
Reder, L. M. (1982). Plausibility judgments versus fact retrieval: Alternative strategies for sentence verification. Psychological Review, 89(3), 250–280. https://doi.org/10.1037/0033-295X.89.3.250
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066x.55.1.68
Park, S. M., & Kim, Y. G. (2022). A Metaverse: Taxonomy, Components, Applications, and Open Challenges. IEEE Access, 10, 4209–4251. https://doi.org/10.1109/access.2021.3140175
Salmi, H., Thuneberg, H., & Vainikainen, M. P. (2016, November 25). Making the invisible observable by Augmented Reality in informal science education context. International Journal of Science Education, Part B, 7(3), 253–268. https://doi.org/10.1080/21548455.2016.1254358
Schlemmer, E., Trein, D., Cristoffer, O. (2009). The metaverse: Telepresence in 3D avatar-driven digital-virtual worlds., Tic. Revista d’innovaci Educativa, 2, 26-32.
Schreurs, L., & Vandenbosch, L. (2020, August 16). Introducing the Social Media Literacy (SMILE) model with the case of the positivity bias on social media. Journal of Children and Media, 15(3), 320-337. https://doi.org/10.1080/17482798.2020.1809481
Schroeder, R., Avon, H., Andy, S., (2001). Active worlds: Geography and social interaction in virtual reality. Futures, 33(7), 569-587.
Schultheis, M. T., Himelstein, J., & Rizzo, A. A. (2002). Virtual reality and neuropsychology: Upgrading the current tools. The Journal of Head Trauma Rehabilitation, 17(5), 378-394. https://doi.org/10.1097/00001199-200210000-00002
Shearer, J. G. E. (2016, May 26). News use across social media platforms 2016. https://apo.org.au/node/64483
Shehata A., Strömbäck J. (2021). Learning political news from social media: Network media logic and current affairs news learning in a high-choice media environment. Communication Research, 48(1), 125–147. https://doi.org/10.1177/0093650217749354
Sheldon, K. M. , & Elliot, A. J. (1998). Not all personal goals are personal: Comparing autonomous and controlled reasons for goals as predictors of effort and attainment. Personality and Social Psychology Bulletin , 24 (5), 546 557.
Siyaev, A. and Jo, G. -S., "Neuro-Symbolic Speech Understanding in Aircraft Maintenance Metaverse,". IEEE Access, 9, 154484-154499, 2021, doi: 10.1109/ACCESS.2021.3128616.
Slater, M., & Sanchez-Vives, M. V. (2016, November 15). Enhancing our lives with immersive virtual reality. Frontiers. https://www.frontiersin.org/articles/10.3389/frobt.2016.00074/full#B324 Virtual Environments Volume 3 - 2016
Smart, J., Cascio, J., and Paffendorf, J. (2007). Metaverse Roadmap: Pathway to the 3D Web. Ann Arbor, MI: Acceleration Studies Foundation. https://www.academia.edu/266307/A_Metaverse_Roadmap_Pathways_to_the_3D_Web_2007?source=swp_share
Steuer, J. (2000, July). Defining Virtual Reality: Dimensions Determining Telepresence. Journal of Communication, 42(4), 73–93. https://doi.org/10.1111/j.1460-2466.1992.tb00812.x
Stephenson, N. (2017). Snow Crash: a novel. Del Rey, An Imprint of Random House. (Original work published 1992.)
Sundar, S. S., & Limperos, A. M. (2013, October). Uses and Grats 2.0: New Gratifications for New Media. Journal of Broadcasting & Electronic Media, 57(4), 504–525. https://doi.org/10.1080/08838151.2013.845827
Sutherland, I. E. (1968). A head-mounted three dimensional display, in Proceedings of the December 9-11, 1968. Fall Joint Computer Conference, Part I (New York, NY: ACM), 757-764.
Taddei, S., & Contena, B. (2013). Privacy, trust and control: Which relationships with online self-disclosure? Computers in Human Behavior, 29(3), 821-826. https://doi.org/10.1016/j.chb.2012.11.022
Tang, Y. (2021, January). Help first-year college students to learn their library through an augmented reality game. The Journal of Academic Librarianship, 47(1), 102294. https://doi.org/10.1016/j.acalib.2020.102294
Tlili, A., Huang, R., Shehata, B. et al. Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis. Smart Learning Environment. 9, 24 (2022). https://doi.org/10.1186/s40561-022-00205-x
van der Land, S., Schouten, A., H. & Feldberg, F. (2011). Modeling the Metaverse: A Theoretical Model of Effective Team Collaboration in 3D Virtual Environments. Journal of Virtual Worlds Research, 4(3), Retrieved November 3, 2023 from https://www.learntechlib.org/p/178160/.
Vanwynsberghe, H., & Verdegem, P. (2013). Integrating Social Media in Education. CLCWeb, 15(3). https://doi.org/10.7771/1481-4374.2247
Vanwynsberghe, H., Vanderlinde, R., Georges, A., & Verdegem, P. (2014, January 28). The librarian 2.0: Identifying a typology of librarians’ social media literacy. Journal of Librarianship and Information Science, 47(4), 283–293. https://doi.org/10.1177/0961000613520027
Veen, W., & Vrakking, B. (2006, January 1). Homo Zappiens. A&C Black.
Venkatesh, V., & Morris, M. G. (2000, March). Why Don’t Men Ever Stop to Ask for Directions? Gender, Social Influence, and Their Role in Technology Acceptance and Usage Behavior. MIS Quarterly, 24(1), 115. https://doi.org/10.2307/3250981
Vidal-Tomás D. (2023) The illusion of the metaverse and meta-economy. Int. Rev. Financ. Anal., 86 , Article 102560, 10.1016/j.irfa.2023.102560
Wan, Z., Fang, Y., Neufeld., D. J. (2007). The Role of Information Technology in Technology-Mediated Learning: A Review of the Past for the Future. Journal of Information Systems Education, 18(2), 183-192
Wang, J., Zareapoor, M., Chen, Y. C., Shamsolmoali, P., & Xie, J. (2022, May 16). What influences news learning and sharing on mobile platforms? An analysis of multi-level informational factors. Library Hi Tech, 41(5), 1395–1419. https://doi.org/10.1108/lht-11-2021-0408
Wang, J., & Medvegy, G. (2022). Exploration of the future of the metaverse and smart cities. ICEB 2022 Proceedings (Bangkok, Thailand). 12. https://aisel.aisnet.org/iceb2022/12
Weeks B., & Holbert L. (2013). Predicting dissemination of news content in social media: A focus on reception, friending, and partisanship. Journalism & Mass Communication Quarterly, 90, 212-232.
West, C., & Zimmerman, D. H. (1987). Doing Gender. Gender and Society, 1(2), 125-151. https://www.jstor.org/stable/189945
Wilbourne, M. (2006). Intrinsic and Extrinsic Motivational Orientations in the Classroom: Age Differences and Academic Correlates. Childhood Education, 82(5).
Wilson, C. (2012). Media and information literacy: Pedagogy and possibilities. Communication, 20(39), 15-24.
Woo-Yoo, S., & Gil-de-Zúñiga, H. (2014). Connecting blog, Twitter and Facebook use with gaps in knowledge and participation. Communication & Society, 27, 33-48.
Wortham, J. (2013, February 5). How Social Media Can Induce Feelings of ‘Missing Out’. The New York Times. https://www.nytimes.com/2011/04/10/business/10ping.html
Wright, M., Ekeus, H., Coyne, R., Stewart, J., Travlou, P., & Williams, R. (2008, December 3). Augmented duality. Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology. https://doi.org/10.1145/1501750.1501812
Yeh, Y. L., Lan, Y. J., & Lin, Y. T. R. (2018). Gender-Related Differences in Collaborative Learning in a 3D Virtual Reality Environment by Elementary School Students. Educational Technology & Society, 21(4), 204-216. https://www.airitilibrary.com/Article/Detail?DocID=P20221223002-N202302130014-00017
Yoon, K., Kim, S. K., Han, J. J., Han, S., & Preda, M. (2015, February 24). MPEG-V. Academic Press.
Yu, S. J., Sun, J. C. Y., & Chen, O. T. C. (2017, November 11). Effect of AR-based online wearable guides on university students’ situational interest and learning performance. Universal Access in the Information Society, 18(2), 287–299. https://doi.org/10.1007/s10209-017-0591-3
Zackery, A., Shariatpanahi, P., Zolfagharzadeh, M. M., & Pourezzat, A. A. (2016, August). Toward a simulated replica of futures: Classification and possible trajectories of simulation in futures studies. Futures, 81, 40–53. https://doi.org/10.1016/j.futures.2015.11.002