The effects of avatar realism levels on students emotion and motivation in a digital game-based learning

This study aimed to investigate the effects of realism levels of 3D avatar on studentsemotions, specifically arousal and valence, and its mediating effects on theirmotivation in digital game-based learning (DGBL) environment. A game prototypewith five different realism levels of 3D male avatar were...

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Bibliographic Details
Main Author: Kogilathah Segaran
Format: thesis
Language:eng
Published: 2021
Subjects:
Online Access:https://ir.upsi.edu.my/detailsg.php?det=6876
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Summary:This study aimed to investigate the effects of realism levels of 3D avatar on studentsemotions, specifically arousal and valence, and its mediating effects on theirmotivation in digital game-based learning (DGBL) environment. A game prototypewith five different realism levels of 3D male avatar were designed and developed. Therealism levels are ranked from low realism to high realism based on the enlargementand reduction of eye size and, thickness and eyebrow shape. Quasi experimentaldesign was used to answer the research questions formulated and the data obtainedwas analysed using ANOVA, post hoc and bootstrap mediation statistical analysis. Anumber of 200 Diploma in Computer Graphic Design students from five differentCosmopoint College branches were selected using multistage sampling as researchsample. Each college consists of one class of 40 students who underwent DGBLprototype with different realism levels of 3D avatar respectively. The ANOVA testshow that there were significant differences on arousal (F (4,195) =12.15, p