Toward avatar models to enhance performance and engagement in educational games

Dominic Kao, D. Harrell
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引用次数: 20

Abstract

This paper presents work toward better understanding the roles that avatars can play in supporting learning in educational games. Specifically, the paper presents results of empirical studies on the impact of avatar type on learner/player performance and engagement. These results constitute work establishing baseline understandings to inform our longer term goal of developing models that use dynamic avatars to best support learners in educational games. Our aim is motivated by a convergence of research in the social sciences establishing that identity plays an important role in learning. Of note, aspects of social identity (e.g., race, ethnicity, and gender) have been shown to impact student performance [1] via triggering stereotypes [2]. Recently, performance and engagement studies in our educational game for Science, Technology, Engineering and Mathematics (STEM) learning suggest these same phenomena can be activated through virtual avatars [3], [4]. Here, we present results of a comparative study between avatars in the likeness of players and avatars as geometric shapes. In our STEM learning game, results show that players that had selected and used a shape avatar had significantly higher performance than players that had customized and used a likeness avatar. Players using the shape avatar also had significantly higher self-reported engagement, despite having lower self-reported affect towards the avatar.
利用虚拟角色模型来提高教育类游戏的表现和参与度
本文旨在更好地理解角色在教育游戏中支持学习所扮演的角色。具体来说,本文展示了虚拟角色类型对学习者/玩家表现和参与度影响的实证研究结果。这些结果构成了建立基线理解的工作,以告知我们的长期目标,即开发使用动态角色的模型,以最好地支持教育游戏中的学习者。我们的目标是由社会科学研究的融合所激发的,这些研究表明身份在学习中起着重要作用。值得注意的是,社会身份的各个方面(如种族、民族和性别)已被证明会通过引发刻板印象来影响学生的表现[1][2]。最近,在我们的科学、技术、工程和数学(STEM)学习教育游戏中的表现和参与研究表明,这些相同的现象可以通过虚拟化身激活[3],[4]。在这里,我们展示了一项比较研究的结果,即玩家的头像和几何形状的头像。在我们的STEM学习游戏中,结果显示选择并使用形状头像的玩家比自定义并使用相似头像的玩家表现明显更高。使用形状角色的玩家也有更高的自我报告参与度,尽管他们对角色的自我报告影响较低。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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