Society for Information Technology & Teacher Education International Conference, in Orlando, Florida, USA ISBN 978-1-880094-58-7 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
Computer games are evolving from day-to-day by depending technological developments. Many technological innovations have been bringing new aspect of this area that is one of the most popular and widespread in the world. Since educators attempt to integrate computer games into educational settings, these new technologies are used in classrooms for improving students' motivation and providing them better educational possibilities. For instance, one of the last computer game technologies is avatar usage, which is a human-body representation in virtual worlds. Avatars have an appearance and each avatar represents related person in these virtual environments. Avatars are also used to increase motivation of the players as pedagogical agents when they play computer games. Nevertheless, while designing an avatar, some design principles should be taken into consideration to provide better educational environments for students. Therefore, this study aims to introduce avatar usage as pedagogical agents for game-based learning environments.
Inal, Y. & Cagiltay, K. (2006). Avatars as Pedagogical Agents for Digital Game-Based Learning. In C. Crawford, R. Carlsen, K. McFerrin, J. Price, R. Weber & D. Willis (Eds.), Proceedings of SITE 2006--Society for Information Technology & Teacher Education International Conference (pp. 3440-3443). Orlando, Florida, USA: Association for the Advancement of Computing in Education (AACE). Retrieved December 15, 2018 from https://www.learntechlib.org/primary/p/22624/.
© 2006 Association for the Advancement of Computing in Education (AACE)