Title
Leveraging Avatars In 3d Virtual Environments (Second Life) For Interactive Learning: The Moderating Role Of The Behavioral Activation System Vs. Behavioral Inhibition System And The Mediating Role Of Enjoyment
Abstract
Within the Entertainment-Education (E-E) framework, two experiments examined the effects of avatar-based e-health education targeting college students. Study 1 (between-subjects factorial design experiment: N = 94) tested the effects of message framing in e-learning and the moderating role of students' motivational systems on their enjoyment of the e-learning experience. The results indicated a significant interaction between message framing and students' motivational systems on their enjoyment of the e-learning experience, as well as the significant impact of avatar-based e-health education on the students' knowledge acquisition and condom use/safe sex self-efficacy improvements. Study 2 (within-subjects design: N = 88) examined the influence of students' parasocial interaction (PSI) with a pedagogical avatar on the cognitive (evaluation of educational value), affective (enjoyment), and behavioral (willingness to take part in Human Papillomavirus awareness campaigns) dimensions of the E-E process. The results of a structural equation modeling (SEM) analysis also indicated the mediating role of students' enjoyment in their PSI with the instructional avatar, thus confirming the basic premise of the E-E paradigm in interactive learning environments.
Year
DOI
Venue
2011
10.1080/10494820903484692
INTERACTIVE LEARNING ENVIRONMENTS
Keywords
Field
DocType
avatars, e-learning, e-health, parasocial interaction, entertainment-education
Social psychology,Interactive Learning,Knowledge level,Behavioral activation,Psychology,Self-efficacy,Affect (psychology),Cognition,Parasocial interaction,Avatar,Multimedia
Journal
Volume
Issue
ISSN
19
5
1049-4820
Citations 
PageRank 
References 
2
0.37
7
Authors
1
Name
Order
Citations
PageRank
Seung-A Annie Jin123617.03