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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Main Author: Kogilathah Segaran
Format: thesis
Language:eng
Published: 2021
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Online Access:https://ir.upsi.edu.my/detailsg.php?det=6876
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institution Universiti Pendidikan Sultan Idris
collection UPSI Digital Repository
language eng
topic LB Theory and practice of education
spellingShingle LB Theory and practice of education
Kogilathah Segaran
The effects of avatar realism levels on students emotion and motivation in a digital game-based learning
description 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
format thesis
qualification_name
qualification_level Doctorate
author Kogilathah Segaran
author_facet Kogilathah Segaran
author_sort Kogilathah Segaran
title The effects of avatar realism levels on students emotion and motivation in a digital game-based learning
title_short The effects of avatar realism levels on students emotion and motivation in a digital game-based learning
title_full The effects of avatar realism levels on students emotion and motivation in a digital game-based learning
title_fullStr The effects of avatar realism levels on students emotion and motivation in a digital game-based learning
title_full_unstemmed The effects of avatar realism levels on students emotion and motivation in a digital game-based learning
title_sort effects of avatar realism levels on students emotion and motivation in a digital game-based learning
granting_institution Universiti Pendidikan Sultan Idris
granting_department Fakulti Seni, Komputeran dan Industri Kreatif
publishDate 2021
url https://ir.upsi.edu.my/detailsg.php?det=6876
_version_ 1747833325202964480
spelling oai:ir.upsi.edu.my:68762022-03-16 The effects of avatar realism levels on students emotion and motivation in a digital game-based learning 2021 Kogilathah Segaran LB Theory and practice of education 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 2021 thesis https://ir.upsi.edu.my/detailsg.php?det=6876 https://ir.upsi.edu.my/detailsg.php?det=6876 text eng closedAccess Doctoral Universiti Pendidikan Sultan Idris Fakulti Seni, Komputeran dan Industri Kreatif Abt, C. C. (1970). Serious games. Lanham, MD: University Press of America.Adams, E. (2010). Fundamentals of Game Design (2?? ed.). Berkeley, CA: New Riders.Adham, R., Parslow, P., Dimitriadi, Y., & Lundqvist, K. . (2018). The use of avatars in gendersegregated online learning within Moocs in Saudi Arabia-A Rwaq case study. 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