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Autor/inn/enSegaran, Kogilathah; Mohamad Ali, Ahmad Zamzuri; Hoe, Tan Wee
TitelDoes Avatar Design in Educational Games Promote a Positive Emotional Experience among Learners?
QuelleIn: E-Learning and Digital Media, 18 (2021) 5, S.422-440 (19 Seiten)Infoseite zur Zeitschrift
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ZusatzinformationORCID (Mohamad Ali, Ahmad Zamzuri)
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN2042-7530
DOI10.1177/2042753021994337
SchlagwörterDesign; Educational Games; Computer Games; Computer Simulation; Game Based Learning; Emotional Experience; College Students; Late Adolescents; Animation; Cartoons; Arousal Patterns; Visual Stimuli; Preferences
AbstractVirtual learning companions, such as avatars, have shown significant potential in assisting learners--particularly in the Digital Game-Based Learning (DGBL) condition. Since there are many avatar design approaches which can be utilized in DGBL, questions arise on which type of these are most preferred by learners. Mainly, in ensuring that the design promotes positive emotional experience throughout the learning process. This research has specifically explored the realism aspect of avatar design. In particular, we have found that moderate cartoon-like character designs can be more promising in promoting positive emotional experiences among viewers, in comparison to slightly realistic and overly exaggerated avatar designs. (As Provided).
AnmerkungenSAGE Publications. 2455 Teller Road, Thousand Oaks, CA 91320. Tel: 800-818-7243; Tel: 805-499-9774; Fax: 800-583-2665; e-mail: journals@sagepub.com; Web site: http://sagepub.com
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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