Abstract: Virtual environments and digital games are being increasingly used as educational tools in current education settings. For the past few decades there were tremendous amount of studies involving digital game based learning (DGBL) in many subject matters to identify best design approach to increase its effectiveness. DGBL have been expanded in several ways by referring to digital entertainment games such as in using avatar which would assist the students to revise and learn on their own. Usage of avatars as an educator in the virtual learning environment is increasing as its importance increases where interactivity, learner engagement, cultural factors, communication, embodiment and motivation are crucial design considerations in a ...
Avatars have traditionally been associated with game based applications where they enhance story-bas...
International audienceThis brief article reports on the use of virtual reality and its effectiveness...
Empirical thesis.Bibliography: pages 52-55.Chapter 1. Introduction -- Chapter 2. Literature review -...
Virtual environments and digital games are being increasingly used as educational tools in current e...
User motivation and engagement while playing serious games remains challenging. Advances location-ba...
Costly time and resources have been invested to produce virtual learning environments with avatars a...
Context: This research investigates students’ perception of motivation to learn among students at on...
In online learning settings interactive and meaningful feedback is becoming increasingly important. ...
The use of avatars as learning agents is becoming increasingly popular in the sports, education and ...
The purpose of this study is to investigate students’ perceptionsof their motivation to learn w...
Bachelor Honours - Bachelor of Information Technology (Honours)Avatars have been a traditional mains...
The Player and Avatar attachment help to motivate a student to strengthen their engagement in gamepl...
While video games have received strong attention for their potential to generate engagement and lear...
Peer reviewing is an approach often used in digital (higher) education as it represents a possibilit...
Children's use of educational videogames is a growing at-home trend and has become a relevant classr...
Avatars have traditionally been associated with game based applications where they enhance story-bas...
International audienceThis brief article reports on the use of virtual reality and its effectiveness...
Empirical thesis.Bibliography: pages 52-55.Chapter 1. Introduction -- Chapter 2. Literature review -...
Virtual environments and digital games are being increasingly used as educational tools in current e...
User motivation and engagement while playing serious games remains challenging. Advances location-ba...
Costly time and resources have been invested to produce virtual learning environments with avatars a...
Context: This research investigates students’ perception of motivation to learn among students at on...
In online learning settings interactive and meaningful feedback is becoming increasingly important. ...
The use of avatars as learning agents is becoming increasingly popular in the sports, education and ...
The purpose of this study is to investigate students’ perceptionsof their motivation to learn w...
Bachelor Honours - Bachelor of Information Technology (Honours)Avatars have been a traditional mains...
The Player and Avatar attachment help to motivate a student to strengthen their engagement in gamepl...
While video games have received strong attention for their potential to generate engagement and lear...
Peer reviewing is an approach often used in digital (higher) education as it represents a possibilit...
Children's use of educational videogames is a growing at-home trend and has become a relevant classr...
Avatars have traditionally been associated with game based applications where they enhance story-bas...
International audienceThis brief article reports on the use of virtual reality and its effectiveness...
Empirical thesis.Bibliography: pages 52-55.Chapter 1. Introduction -- Chapter 2. Literature review -...