TY - JOUR
T1 - Leveraging avatars in 3D virtual environments (Second Life) for interactive learning
T2 - The moderating role of the behavioral activation system vs. behavioral inhibition system and the mediating role of enjoyment
AU - Jin, Seunga
N1 - Copyright:
Copyright 2012 Elsevier B.V., All rights reserved.
PY - 2011/12
Y1 - 2011/12
N2 - 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.
AB - 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.
KW - avatars
KW - e-health
KW - e-learning
KW - entertainment-education
KW - parasocial interaction
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U2 - 10.1080/10494820903484692
DO - 10.1080/10494820903484692
M3 - Article
AN - SCOPUS:79958278363
SN - 1049-4820
VL - 19
SP - 467
EP - 486
JO - Interactive Learning Environments
JF - Interactive Learning Environments
IS - 5
ER -