scholarly journals The Effects of a Self-Similar Avatar Voice in Educational Games

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-28
Author(s):  
Dominic Kao ◽  
Rabindra Ratan ◽  
Christos Mousas ◽  
Alejandra J. Magana

Avatar identification is one of the most promising research areas in games user research. Greater identification with one's avatar has been associated with improved outcomes in the domains of health, entertainment, and education. However, existing studies have focused almost exclusively on the visual appearance of avatars. Yet audio is known to influence immersion/presence, performance, and physiological responses. We perform one of the first studies to date on avatar self-similar audio. We conducted a 2 x 3 (similar/dissimilar x modulation upwards/downwards/none) study in a Java programming game. We find that voice similarity leads to a significant increase in performance, time spent, similarity identification, competence, relatedness, and immersion. Similarity identification acts as a significant mediator variable between voice similarity and all measured outcomes. Our study demonstrates the importance of avatar audio and has implications for avatar design more generally across digital applications.

2020 ◽  
Vol 7 (1) ◽  
pp. 117-128
Author(s):  
Ujam Jaenudin ◽  
Dadang Sahroni ◽  
Zulmi Ramdani

This study was conducted to determine the role of culture shock as a mediator between personality reformers and sojourner adjustment. The quantitative research design was used in this study of Muslim students from the Pattani province in Southern Thailand who were studying in Bandung. Respondents involved in this study were 225 people selected using saturated sampling techniques. Data were collected by distributing questionnaires containing 3 measuring tools that have been modified by the author including reformer personality scale, sojourner adjustment scale, and culture shock scale. Data analysis using SEM (Structural Equation Modeling). This study concludes that the theoretical model of the role of reformer personality on sojourner adjustment through cultural shock mediators is fit with empirical data. Structural analysis shows that cultural shock is a significant mediator variable on the influence of reformer personality on sojourner adjustment.


2019 ◽  
Vol 12 (2) ◽  
pp. 57-78
Author(s):  
George Marian Aevoae ◽  
Roxana Dicu ◽  
Daniela Mardiros

AbstractEconomic entities get involved in mergers and acquisitions (M&As) because they are interested in external growth strategies which can lead to an increase in the wealth of the shareholders of the participating entities. In M&As, from an acquirer or a target’s perspective, a company brings its resources, which can be material or immaterial (knowledge). In the post-M&A phase, through the integration process the shareholders expect synergy gains, or that the combined firms to report efficiency gains higher than if they would activate separately. In nowadays, in a boundaryless economy, one of the most appreciated resources is knowledge. In this respect, the intangible assets, in general, and patents, in particular, are the accounting representation of knowledge in a company. They are also considered to be predictors for the deal value paid to the target company. To those we add the size of the target company, its core activity and the value of the research and development expenses, the latter being a significant mediator variable for the proposed models.


2019 ◽  
Vol 2 (2) ◽  
pp. 84-93
Author(s):  
Widya Khairunissa Hidayat ◽  
Herlina Hasan ◽  
Lira Fessia Damaianti

This study aims to find out the influence of hardiness personality on cheating behavior through self-efficacy. Sample of study consist of 319 students of a high school. The instrument used is hardiness scale from Creed, Conlon, and Dhaliwal (2013), cheating behavior questionnaire which is adopted from Saddam (2016), and self-efficacy question­naire from Schwarzel and Jarusalem (1995). This study use quantitative method with path analysis to find out cause-effect relation and involve self-efficacy variable as mediator variable. The results of study show that: 1)  There is significant negative influence of hardi­ness personality on cheating behavior; 2) There is significant influence of hardiness personality on self-efficacy; 3) Self-efficacy variable statistically can become significant mediator variable for hardiness personality toward cehating behavior. Therefore, hardiness personality becocme one contribution to influence students’ behavior in doing all tasks assigned and self-efficacy possessed also can contribute to students to be confident in finishing the tasks assigned at school.


Author(s):  
Putrie Fortuna RGP ◽  
Ahmaddul Hadi

Programming is a vocational subject in the Vocational School majoring in Software Engineering and Electronics. Programming is classified as a subject that is less desirable and difficult for students, because these subjects are not graphically based and students do not understand the basic structure of the program. And less Affective use of conventional learning resources as the main source of the learning. With the existence of smartphones can be used as an additional source in the world of education. One of them is the use of smartphones as learning media. The purpose of this study is to produce learning media that can help teachers and students in the learning process by loading educational games that can attract students' interest in learning. This application is made using the System Development Life Cycle (SDLC) Prototype method, using an Android-based java programming language, by applying game education algorithms and word game genres where players must arrange random letters into coherent sentences, the random letters will be matched with the answers stored in the database to be the correct answer. The content in the application is the 2013 curriculum syllabus. The material consists of RPP and teaching materials for each basic competency. Ebooks, articles and videos that discuss basic programming. Evaluation is a practice question to measure the level of understanding of students and quiz games in the form of stacking words to train students' memory about basic programming.Keywords: Android,  Programming, Game education. word game


2018 ◽  
Vol 45 ◽  
pp. 07002
Author(s):  
Lilian Lee Shiau Gee ◽  
Jasni Dolah ◽  
Norfarizah Mohd Bakhir

Educational games provide a virtual environment for the students, particularly in an endeavour to increase student immersion, and this need of students satisfied with the visual aspect conditions of the game screen to go to the following stage. In determining the effect of visual design on students' learning experiences - it’s required a further analysis within the students' motivation, engagement and enjoyment. To achieve this goal, a solid fundamental understanding in theoretical philosophy, which closely related to describe the relationship of visual experience, especially in intrinsic tendencies theory and visual principles that on holds the context of motivation, engagement and enjoyment among students. In this regard, a thorough discussion of relevant theories were led to the suggestion theoretical framework and proposed of Experience Based Design Graphic Style (EBDGS) to identify student’s experiences (motivation, engagement and enjoyment) outcomes which mostly depends on the visual design approaches to designing the game scenarios. This paper also aims to describe the theoretical framework proposed in understanding the Malaysian student experience’s outcomes by placing the abstract style and realistic style in developing Experience Based Design Graphic Style (EBDGS) game prototype: EBGDS A (Abstract) and EBGDS R (Realistic). The implication of the theoretical framework was focused on the visual design (graphic styles) of games that intentionally centred in the students’ experience that tied to the demographic factors (gender, type of schools and areas), and the resulting experiences are examined through the Student Experience in Graphic Measurement Scale (SEIGMS). The intention of this research not only emphasize the suitability visual appearance able better improve student experiences but also increases deeper local knowledge in visual design guidelines in educational game design contexts.


2012 ◽  
Vol 22 (1) ◽  
pp. 11-21
Author(s):  
Patti Martin ◽  
Nannette Nicholson ◽  
Charia Hall

Family support has evolved from a buzzword of the 1990s to a concept founded in theory, mandated by federal law, valued across disciplines, and espoused by both parents and professionals. This emphasis on family-centered practices for families of young children with disabilities, coupled with federal policy initiatives and technological advances, served as the impetus for the development of Early Hearing Detection and Intervention (EHDI) programs (Nicholson & Martin, in press). White, Forsman, Eichwald, and Muñoz (2010) provide an excellent review of the evolution of EHDI systems, which include family support as one of their 9 components. The National Center for Hearing Assessment and Management (NCHAM), the Maternal and Child Health Bureau, and the Center for Disease Control Centers cosponsored the first National EHDI Conference. This conference brought stakeholders including parents, practitioners, and researchers from diverse backgrounds together to form a learning collaborative (Forsman, 2002). Attendees represented a variety of state, national, and/or federal agencies and organizations. This forum focused effort on the development of EHDI programs infused with translating research into practices and policy. When NCHAM, recognizing the critical role of family support in the improvement of outcomes for both children and families, created a think tank to investigate the concept of a conference centered on support for families of children who are deaf or hard of hearing in 2005, the “Investing in Family Support” (IFSC) conference was born. This conference was specifically designed to facilitate and enhance EHDI efforts within the family support arena. From this venue, a model of family support was conceptualized and has served as the cornerstone of the IFSC annual conference since 2006. Designed to be a functional framework, the IFSC model delineates where and how families find support. In this article, we will promote and encourage continued efforts towards defining operational measures and program components to ultimately quantify success as it relates to improved outcomes for these children and their families. The authors view this opportunity to revisit the theoretical underpinnings of family support, the emerging research in this area, and the basics of the IFSC Model of Family Support as a call to action. We challenge professionals who work with children identified as deaf or hard of hearing to move family support from conceptualization to practices that are grounded in evidence and ever mindful of the unique and dynamic nature of individual families.


2008 ◽  
Vol 16 (3) ◽  
pp. 131-134
Author(s):  
Urte Scholz ◽  
Rainer Hornung

Abstract. The main research areas of the Social and Health Psychology group at the Department of Psychology at the University of Zurich, Switzerland, are introduced. Exemplarily, three currently ongoing projects are described. The project ”Dyadic exchange processes in couples facing dementia” examines social exchanges in couples with the husband suffering from dementia and is based on Equity Theory. This project applies a multi-method approach by combining self-report with observational data. The ”Swiss Tobacco Monitoring System” (TMS) is a representative survey on smoking behaviour in Switzerland. Besides its survey character, the Swiss TMS also allows for testing psychological research questions on smoking with a representative sample. The project, ”Theory-based planning interventions for changing nutrition behaviour in overweight individuals”, elaborates on the concept of planning. More specifically, it is tested whether there is a critical amount of repetitions of a planning intervention (e.g., three or nine times) in order to ensure long-term effects.


2013 ◽  
Vol 221 (2) ◽  
pp. 90-97 ◽  
Author(s):  
John L. Sherry

Millions in taxpayer and foundation euros and dollars have been spent building and testing educational video games, games for health, and serious games. What have been the fruits of this frenzy of activity? What educational video game has had the reach and impact of Sesame Street or Blues Clues television shows? By comparison, the Children’s Television Workshop (CTW) managed to get Sesame Street off the ground within a couple of years, writing the basic scientific literature on educational media design in the process. Not only is Sesame Street well known and proven, it laid the basis for every effective educational show to follow. This article explores the differences between the CTW scientific approach to educational media production and the mostly nonscientific approach consuming so many resources in the educational games, games for health, and serious games movements. Fundamental scientific questions that remain unanswered are outlined.


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