Title: AVATARS in GAME-BASED LEARNING
1AVATARS in GAME-BASED LEARNING
Current Issues in Technology Enhanced Learning
2Overview
- 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
3Computer Games
voluntary
enjoyable
unproductive
unreal
uncertain
- Characterised by six dimensions Fantasy,
rules/goals, sensory stimuli, challenge, mystery
and control.
4Computer Games
- Why are computer games important?
- Being Source of Fun
- Draw Attention
- Keep Motivation High
- Improve Learning
- Capabilities
- Enhance Self-Esteem
5Computer Games
- Main Characteristics of Computer Games (Prensky,
2001) - 1) Fun
- 2) Play
- 3) Rules
- 4) Goals
- 5) Interactivity
- 6) Outcomes and feedback
6Computer Games
- 7) Adaptive
- 8) Win states
- 9) Conflict/competition/
- challenge/opposition
- 10) Problem solving
- 11) Interaction
- 12) Representation and story
7Computer 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)
8Game-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)
9Game-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
10Game-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
11Game-Based Learning
- Main usgae of avatars are to increase motivation
of the players as pedagogical agents when they
play computer games.
12Avatars 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
13Avatars 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
14Avatars in Computer Games
- Avatars usually require support from some
technologies such as - Bot,
- Chatbot
- Infobot, which are not an avatar in virtual
environments.
15Avatars 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
16Avatars 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
17Avatars 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
18Avatars 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)
19Avatars in Computer Games
Figure 1. Embodiment of Avatar (Frery et al.
(2002))
20Avatars 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)
21Historical 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
22Historical Background
23Historical Background
- Liesegang (2002) classified avatars by their
developmental and technological progression into
three classifications such as - Implicit Avatars
- Iconic Avatars
- Functional Avatars
24Historical 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.
25Historical 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
26Historical 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.
27Avatars 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
28Avatars 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
29Avatars 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.
30Avatars 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
31Avatars 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
32Study-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?
33Study-1 (Cagiltay et al., 2006)
- 43 senior university students enrolled in
- Computer Education and Instructional Technology
Department in - Middle East Technical University,
34Study-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.
35Study-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
36Study-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
37Study-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
38Study-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
39Study-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.
40Discussion 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...
41Thank you for your participation
42References
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Learning at work through a multiuser synchronous
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43References
- Craig, S. D., Gholson, B. Driscoll, D. M.
(2002). Animated Pedagogical Agents in Multimedia
Educational Environments Effects of Agent
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44References
- Natale, M.J. (2002). The effect of a
male-oriented computer gaming culture on careers
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32(2), pp. 2431. - Pivec, M., Koubek, A. Dondi, C. (2004).
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