Abstract
Avatars in virtual worlds provide a dynamic and versatile means for individuals to socialize, learn, collaborate, and play. Instructional designers and educators in both the corporate sector and higher education are increasingly adopting ready-made platforms to craft engaging and enjoyable learning experiences. However, the readiness of learners to navigate avatars for interactive activities in virtual environments is seldom examined. In October 2024, a pilot study involving 46 business students in Hong Kong was conducted to explore this aspect. This paper explores the impact of perceived competence, perceived relatedness, and user satisfaction in a virtual world designed for learning and collaboration. Key dimensions, including a user-friendly interface, communication tools, and scalability, were also evaluated. The results revealed a range of opinions and varying levels of acceptance and engagement with the platform. These findings offer practical insights into the design elements crucial for optimizing avatar-based interactions in virtual world settings. In particular, avatar-based flipped learning activities can be developed to complement traditional lectures, thereby fostering active learning in higher education.
| Original language | English |
|---|---|
| Title of host publication | INTED2025 Proceedings |
| Publisher | IATED |
| Pages | 5673-5677 |
| Publication status | Published - 3 Mar 2025 |
| Event | The 19th Annual International Technology, Education and Development Conference - Melia Valencia, Valencia, Spain Duration: 3 Mar 2025 → 5 Mar 2025 |
Conference
| Conference | The 19th Annual International Technology, Education and Development Conference |
|---|---|
| Abbreviated title | INTED2025 |
| Country/Territory | Spain |
| City | Valencia |
| Period | 3/03/25 → 5/03/25 |
Keywords
- Avatar-based learning
- Flipped learning
- Higher education
- Perceived competence
- Virtual world
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