Samenvatting
When children engage in virtual learning, they frequently experience a lack of motivation and concentration. Virtual and augmented reality Game-based learning (GBL) is a promising option for increasing learning motivation and can provide a more immersive context. While AR fantasy makes learning more engaging, avatar self-similarity provides players with approachable and straightforward circumstances to begin. However, little is known about how to combine learning with captivating fantasy and engaging self-similarity. Therefore, it is essential to understand how to adjust the similarity and fantasy levels in a game’s design to more effectively integrate learning information and increase player motivation. To examine the motivation for fantasy play in gameplay, a key concept titled player identification is introduced. This paper presents an experiment conducted using our designed AR Game, MathMythos, with four conditions. We explore the relationship between fantasy, similarity, motivation, and identification in AR GBL. By exploring the correlation between player identification and enjoyment in fantasy/real-world and similar/dissimilar contexts, this study shows children would enjoy the game more in a fantasy context if they experienced stronger avatar identification in the gameplay. For game designers, this study emphasizes the fantasy and similarity aspects of avatar design and inspires designers to weigh these factors appropriately for their GBL context and design purpose.
Originele taal-2 | Engels |
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Titel | Intelligent Technologies for Interactive Entertainment |
Subtitel | 13th EAI International Conference, INTETAIN 2021, Virtual Event, December 3-4, 2021, Proceedings |
Redacteuren | Zhihan Lv, Houbing Song |
Plaats van productie | Cham |
Uitgeverij | Springer |
Pagina's | 279-294 |
Aantal pagina's | 16 |
ISBN van elektronische versie | 978-3-030-99188-3 |
ISBN van geprinte versie | 978-3-030-99187-6 |
DOI's | |
Status | Gepubliceerd - 25 mrt. 2022 |
Evenement | 13th EAI International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2021 - Virtual Duur: 3 dec. 2021 → 4 dec. 2021 |
Publicatie series
Naam | Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering (LNICST) |
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Volume | 429 |
ISSN van geprinte versie | 1867-8211 |
ISSN van elektronische versie | 1867-822X |
Congres
Congres | 13th EAI International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2021 |
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Verkorte titel | INTETAIN 2021 |
Stad | Virtual |
Periode | 3/12/21 → 4/12/21 |
Financiering
Acknowledgment. We want to thank Mrs. Wanyu Xu, Miss. Rong Xu and Juqian Street Primary School students for their assistance and participation in our experiment. We wish to express our deep gratitude to Loe Feijs and Xiangsun, who provide technical supports during the game development. We also want to thank CSC for funding the project.