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Title: AVATARS in GAMEBASED LEARNING


1
AVATARS in GAME-BASED LEARNING
  • Yavuz Inal
  • 21.12.2005

Current Issues in Technology Enhanced Learning
2
Overview
  • Computer Games
  • Game-Based Learning
  • Avatars in Computer Games
  • Historical Background of Avatars
  • Avatars as Pedagogical Agents
  • Reviews of 2 Studies
  • Discussion for Future Researches

3
Computer Games
voluntary
enjoyable
unproductive
unreal
uncertain
  • Characterised by six dimensions Fantasy,
    rules/goals, sensory stimuli, challenge, mystery
    and control.

4
Computer Games
  • Why are computer games important?
  • Being Source of Fun
  • Draw Attention
  • Keep Motivation High
  • Improve Learning
  • Capabilities
  • Enhance Self-Esteem

5
Computer Games
  • Main Characteristics of Computer Games (Prensky,
    2001)
  • 1) Fun
  • 2) Play
  • 3) Rules
  • 4) Goals
  • 5) Interactivity
  • 6) Outcomes and feedback

6
Computer Games
  • 7) Adaptive
  • 8) Win states
  • 9) Conflict/competition/
  • challenge/opposition
  • 10) Problem solving
  • 11) Interaction
  • 12) Representation and story

7
Computer Games
  • Why do people play computer games?
  • fantasy, curiosity, challange, control (Malone,
    1981)
  • dynamic visuals, rules, goal, interaction
    (Johnston, 1993)
  • challenge, risk (Baranauskas, 1999)
  • competition, challenge, social interaction,
    diversion, arousal, fantasy (Garris et al.,
    2002)

8
Game-Based Learning
  • The ability and the potential benefits of
    computer games in game-based learning environment
    to engage, motivate and allow the user have fun
    is directly related to design and quality of the
    content which will be embedded into the computer
    games (Pivec at al., 2004)

9
Game-Based Learning
  • In Game-Based Lening Environment
  • Encourage greater academic, social and computer
    literacy skills (Natale, 2002)
  • Think critically
  • Learn more effectively
  • Remind context of the courses efficiently

10
Game-Based Learning
  • From the first computer games to the last, game
    technology has been evolving from day to day
    because the computer and graphic technology have
    been changing
  • Avatar technology, which is a human body
    representation in the virtual worlds

11
Game-Based Learning
  • Main usgae of avatars are to increase motivation
    of the players as pedagogical agents when they
    play computer games.

12
Avatars in Computer Games
  • Avatars are commonly the representation of the
    players in the virtual environments
  • Mostly human-like or cartoon sample
  • The two individual elements, player and
    character, can be imagined to be inert until they
    are joined together in virtual environments

13
Avatars in Computer Games
  • Avatar is a independent embodiment from the
    content of the environments (Sheth, 2003)
  • They are also virtual characters making the
    communication between the user and the machine
    more natural and interactive

14
Avatars in Computer Games
  • Avatars usually require support from some
    technologies such as
  • Bot,
  • Chatbot
  • Infobot, which are not an avatar in virtual
    environments.

15
Avatars in Computer Games
  • Avatar usages that make the virtual place more
    realistic than other character usage are proposed
    so as to make players feel more involved with the
    3D virtual environments
  • They also changed the nature of the communication
    and interaction types in the virtual environment

16
Avatars in Computer Games
  • Avatars are gaining more importance where
    interactivity, learner engagement, cultural
    factors, communication, embodiment and motivation
    are important design considerations especially
    when web-based environments, and 3D virtual
    environments are considered

17
Avatars in Computer Games
  • Avatar usage becomes even more important in
    multi-user virtual environments, because players
    have to use them in order to communicate with
    each other
  • This importance comes from the different aims of
    the multi user virtual environments having
    crucial advantages and functions, which are 1)
    perception, 2) localization, 3) identification,
    4) visualization of others' interest focus, 5)
    visualization of others actions, 6) social
    representation of self through decoration of the
    avatar

18
Avatars in Computer Games
  • Embodiment of the people in virtual environments
    by using avatars is one of the most important
    issues that should be analyzed
  • It provides information regarding the entity and
    activity of the participants and gesture and
    facial expression which can be used for the
    expression of the emotion and the separation of
    mind and body (Benford et al., 1997)

19
Avatars in Computer Games
Figure 1. Embodiment of Avatar (Frery et al.
(2002))
20
Avatars in Computer Games
  • Majority of the researches are focused on virtual
    environments and peoples attitudes toward them
  • Bauman (2001),
  • Castronova (2001),
  • Eriksson and Grill (2005),
  • Baylor et al. (2005),
  • Cagiltay et al. (2006)

21
Historical Background
  • Avatar technology has appeared firstly in the mid
    of the 1980s in the world as marketing tools
  • Today, concept of avatar has been changing from
    the real world to the virtual one

22
Historical Background
  • Avatar progression

23
Historical Background
  • Liesegang (2002) classified avatars by their
    developmental and technological progression into
    three classifications such as
  • Implicit Avatars
  • Iconic Avatars
  • Functional Avatars

24
Historical Background
  • Implicit Avatars
  • There is no tangible avatar when the implicit
    avatars are considered and the character is an
    abstract form of the rule set, so the players are
    essentially limited to affect the game
    environment while they are in virtual
    environments.

25
Historical Background
  • Iconic Avatars
  • They are essentially like an implicit avatar with
    a face, which is generally used in board, or card
    games. Players are usually given a chance to
    select one of different visual representations in
    computer games, and this may or may not express
    their current status in the game as well

26
Historical Background
  • Functional Avatars
  • Players have chance to use a functional avatar
    which is usually capable of interacting with the
    game environment in a more sophisticated manner
    in the majority of games. The character often has
    elements, which is similar to the characters in
    traditional media forms such as back-story,
    motivations, and thoughts.

27
Avatars as Pedagogical Agents
  • When a virtual environment is implemented into
    the classroom for providing game-based learning,
    educators prefer usage of them to increase
    learners motivation in virtual environments.
  • Thus, avatar usage as pedagogical agents in
    education is increasing nowadays

28
Avatars as Pedagogical Agents
  • Craig, Gholson and Driscoll (2002) stated one of
    the most important statements with using
    human-like agents is that they have possibilities
    and features to engage for facilitating more
    interaction and meaningful communication between
    learners and the virtual environment
  • The presences of human-like avatars have a
    positive effect on learners meaningful learning
    progression

29
Avatars as Pedagogical Agents
  • While engaging learners by using human-like
    avatars as pedagogical agents, these characters
    not only can create more meaningful learning
    experiences (Baylor, 2000), but also help them
    acquire positively impact-learning performance
  • Johnson, Rickel and Lester (2000) suggested that
    human-like avatars having many characteristics
    are ideal to serve as tutors, coaches, or guides
    in game-based learning environments to provide
    knowledge-based facilities to the learners.

30
Avatars as Pedagogical Agents
  • It is seen that potential of the avatars, as
    pedagogical agents are too significant for
    game-based learning or computer-based learning in
    educational settings.
  • According to Baylor (2002), there is significant
    potential for pedagogical agents usage in virtual
    environments as educational tools to research
    instructional theory for some reasons

31
Avatars as Pedagogical Agents
  • 1) the researcher has more control over the
    learning environment and interactions than in a
    classroom setting
  • 2) agents are independent objects in the system,
    lending to more flexibility and interactivity
  • 3) while a computer agent can never simulate a
    real human instructor, agents can better
    operationalize the human aspect of instruction
    than other computer-based methods
  • 4) agent-based systems provide the potential to
    capture a large amount of rich data, both
    quantitative and qualitative (while more data is
    not necessarily better, the possibilities to
    collect useful information during the
    instructional process is greatly enhanced)
  • 5) through designing agent-based learning
    environments with multiple agents, it allows for
    investigating the effect of multiple perspectives
    or multiple mentors

32
Study-1 (Cagiltay et al., 2006)
  • To determine and analyze the features of the
    avatars created by students.
  • What are the 3D characters that students can use
    to represent themselves in 3D virtual
    communities?
  • What are the most common attributes of the
    avatars created by the students?
  • What are the common characteristics of the
    choices?
  • What are the specific preferences among the
    students?

33
Study-1 (Cagiltay et al., 2006)
  • 43 senior university students enrolled in
  • Computer Education and Instructional Technology
    Department in
  • Middle East Technical University,

34
Study-1 (Cagiltay et al., 2006)
  • Students created their favorite avatar(s) in
    order to build their own virtual identity in a 3D
    virtual environment by using Blaxxun Avatar
    Studio 1.0.
  • These avatars are collected by the researcher to
    be analyzed.
  • While analyzing the data, the researcher also
    conducted interviews with the voluntary students
    who gave their informed consent.

35
Study-1 (Cagiltay et al., 2006)
  • Avatars and their characteristics were analyzed
    by examining all their components including
  • gender,
  • clothes,
  • shoes,
  • accessories,
  • appearanceetc.
  • Further clarification via interviews

36
Study-1 (Cagiltay et al., 2006)
  • Main driving forces in creation of avatars are
  • Popular culture elements
  • Well known characters from Turkish movies
    (Yesilcam-Greenpine movies)
  • Hollywood movies
  • Anime
  • Personal Appearance
  • Individual Characteristics
  • Elements of students Identity
  • Female students ?Female avatars
  • Male students ?Male avatars

37
Study-2 (Baylor et al., 2005)
  • In this experimental study where participants
    were purposefully frustrated, the interface agent
    message (apologetic, empathetic, or silent) was
    manipulated to investigate its impact on student
    attitude toward the task, attitude toward the
    agent, and attribution toward the cause of
    frustration
  • 57 undergraduate students were participated

38
Study-2 (Baylor et al., 2005)
  • An animated interface agent, Survey Sam, was
    present as students answered survey items and
    were confronted with a frustrating obstacle an
    error message pop-up window that blocked them
    from answering the survey items

39
Study-2 (Baylor et al., 2005)
  • Results revealed that the presence of an
    affective message led participants to report
    significantly greater frustration, suggesting
    that the affective message reinforced and
    validated their frustration.
  • However, and more importantly, they attributed
    the cause of their frustration to the program
    instead of to themselves. A comparison of message
    type indicated that participants receiving the
    empathetic message rated Survey Sam as
    significantly more believable and sincere.

40
Discussion for Future Researches
  • Studies conducted on Avatars for educational
    purposes showed that avatar usage in game-based
    learning increase students motivation and engage
    them more.
  • Avatar preference gains more significance so that
    the most appropriate avatars should be designed
    for students.
  • More studies should be done related to avatar
    preferences and usages in game-based learning
    activities...

41
Thank you for your participation
42
References
  • Baranauskas, M., Neto, N., Borges, M. (1999).
    Learning at work through a multiuser synchronous
    simulation game. Proceeding of the PEG99
    Conference, Exeter, 999, UK(137-144). Exeter, UK
    University of Exeter.
  • Baylor, A. L. (2000). Beyond butlers Intelligent
    agents as mentors. Journal of Educational
    Computing Research, 22(4), pp. 373-382.
  • Baylor, A. L. (2002). Agent-based learning
    environments for investigating teaching and
    learning. Journal of Educational Computing
    Research, 26, pp. 249-270.
  • Benford, S. D., Bowers, J., Fahlen, L. E.,
    Greenhalgh, C. Snowdon, D. (1997). Embodiments,
    Avatars, Clones and Agents for Multi-user,
    Multisensory Virtual Worlds. Multimedia Systems,
    Berlin, Germany Springer-Verlag.
  • Garris, R., Ahlers, R. Driskell, J. E. (2002).
    Games, Motivation, and Learning A Research and
    Practice Model. Simulation Gaming. 33, 441-468.

43
References
  • Craig, S. D., Gholson, B. Driscoll, D. M.
    (2002). Animated Pedagogical Agents in Multimedia
    Educational Environments Effects of Agent
    Properties, Picture Features, and Redundancy.
    Journal of Educational Psychology, 94(2), pp.
    428-434.
  • Frery, A. C., Kelner, J., Moreira, J.
    Teichrieb, V. (2002). User satisfaction through
    empathy and orientation in three-dimensional
    worlds. CyberPsychology Behavior, 5(5),
    pp.451-459.
  • Johnson, W.L., Rickel, J.W. Lester, J.C.
    (2000). Animated pedagogical agents Face-to-face
    interaction in interactive learning environments.
    International Journal of Artificial Intelligence
    in Education,2000, 11, pp. 47-78.
  • Johnston, R.T., de Felix, W. (1993). Learning
    from video games. Computer in the Schools, 9,
    199-233.
  • Liesegang, S. (2002). The Avatar Complex Model
    for Interaction in Digital Games. Available
    www.shaneliesegang.com/pdf/LiesegangAvatar.pdf
  • Malone, T.W. (1981). What makes computer games
    fun? Byte, 6(12), 258-277.

44
References
  • Natale, M.J. (2002). The effect of a
    male-oriented computer gaming culture on careers
    in the computer industry. Computers and Society,
    32(2), pp. 2431.
  • Pivec, M., Koubek, A. Dondi, C. (2004).
    Guidelines for Game-Based Learning. Pabst Science
    Publishers.
  • Prensky, M. (2001). Digital Game-Based Learning.
    MC-Graw-Hill.
  • Sheth, R. (2003). Avatar Technology Giving a
    Face to the e-Learning Interface. The Elearning
    Developers Journal, August 25, 2003.
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