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Using Avatars for Course Management and Immersion

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9221))

Abstract

Gamification is the use of game elements in non-game environment. One element among others is avatar. The use of avatar in the context of learning can make students to feel themselves more safe and relaxed. It can lead to the more active participation and to immersion. To find out what is the effect of using avatars in education, several courses were designed like games, and feedback information was collected It was found that implementation of avatars was useful for creating anonymous scoreboards, however it did not had any strong effect on immersion. For better results avatar should be combined with other game elements e.g. story.

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Acknowledgments

This research was supported by SEGAN (LLP-EC 519332) network and Tallinn University Institute of Informatics.

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Correspondence to Martin Sillaots .

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Sillaots, M. (2015). Using Avatars for Course Management and Immersion. In: De Gloria, A. (eds) Games and Learning Alliance. GALA 2014. Lecture Notes in Computer Science(), vol 9221. Springer, Cham. https://doi.org/10.1007/978-3-319-22960-7_16

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  • DOI: https://doi.org/10.1007/978-3-319-22960-7_16

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-22959-1

  • Online ISBN: 978-3-319-22960-7

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