TY - JOUR
T1 - The Effects of Human Factors on the Use of Avatars in Game-Based Learning
T2 - Customization vs. Non-Customization
AU - Chen, Zhi Hong
AU - Lu, Han De
AU - Lu, Ching Hu
N1 - Funding Information:
This work was financially supported by the “Institute for Research Excellence in Learning Sciences” of National Taiwan Normal University (NTNU) from The Featured Areas Research Center Program within the framework of the Higher Education Sprout Project by the Ministry of Education (MOE) in Taiwan as well as General Research Projects by the Ministry of Science and Technology (MOST-106-2511-S-003-060) in Taiwan.
Publisher Copyright:
© 2018, © 2018 Taylor & Francis Group, LLC.
PY - 2019/3/16
Y1 - 2019/3/16
N2 - The customization of avatars can help students immerse themselves in game-based learning. However, different individuals have distinct characteristics, especially game experience (GE) and cognitive styles, which may lead to different preferences for the customization of avatars. Thus, this study aims to investigate how GE and cognitive styles affect students’ reactions toward customizable avatars. Two studies, quantitative and qualitative, were conducted for system evaluation. A total of 82 students participated in Study One, where they interacted with both a customizable avatar and an ordinary avatar. The findings from Study One indicated that the students using the customizable version experienced a stronger sense of presence and flow experience than those who used the ordinary version. Regarding GE, the low GE students showed an enhanced sense of presence whereas the high GE students expressed deeper engagement. Regarding cognitive styles, Pask’s Holism/Serialism was adopted. Holists experienced an enhanced feeling of presence whereas Serialists showed deeper engagement. On the other hand, Study Two was conducted with a qualitative approach, where 11 students were further interviewed. The results showed that GE considerably affected their reactions, in terms of favored preferences and engagement, whereas cognitive styles did not have great effects. Based on the findings, a design framework was proposed for the development of personalized game-based learning systems in the future.
AB - The customization of avatars can help students immerse themselves in game-based learning. However, different individuals have distinct characteristics, especially game experience (GE) and cognitive styles, which may lead to different preferences for the customization of avatars. Thus, this study aims to investigate how GE and cognitive styles affect students’ reactions toward customizable avatars. Two studies, quantitative and qualitative, were conducted for system evaluation. A total of 82 students participated in Study One, where they interacted with both a customizable avatar and an ordinary avatar. The findings from Study One indicated that the students using the customizable version experienced a stronger sense of presence and flow experience than those who used the ordinary version. Regarding GE, the low GE students showed an enhanced sense of presence whereas the high GE students expressed deeper engagement. Regarding cognitive styles, Pask’s Holism/Serialism was adopted. Holists experienced an enhanced feeling of presence whereas Serialists showed deeper engagement. On the other hand, Study Two was conducted with a qualitative approach, where 11 students were further interviewed. The results showed that GE considerably affected their reactions, in terms of favored preferences and engagement, whereas cognitive styles did not have great effects. Based on the findings, a design framework was proposed for the development of personalized game-based learning systems in the future.
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U2 - 10.1080/10447318.2018.1543090
DO - 10.1080/10447318.2018.1543090
M3 - Article
AN - SCOPUS:85056235792
SN - 1044-7318
VL - 35
SP - 384
EP - 394
JO - International Journal of Human-Computer Interaction
JF - International Journal of Human-Computer Interaction
IS - 4-5
ER -