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Avatars, also known as animated pedagogical agents (APAs), are animated characters used as teachers or instructors in educational settings. They range from simple 2D representations to complex 3D animations, enabling a visually engaging learning experience. Tools like MyWebFace and Voki allow for easy creation and voice integration for personalized avatars. Avatars can enhance student motivation and provide visual stimulation, fostering a consistent learning message. Understanding biases related to avatar appearance can also enrich students' educational experiences.
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Emerging Technologies: AvatarsBy: Hanna Kramerand Shari Bowden
Avatars: What are They? • Avatars are animated characters which serve as a teacher or instructor • Also called animated pedagogical agent (APA) • The degree of animation varies: some have few facial expressions; some are complete 3D full body animations.
SIMPLE: MyWebFace • The simplest version of an avatar can be created at mywebface.com. This is intended to be as close to a representation of you as possible. No real animation but can create different versions with expressions based on anger, confusion, etc. It is free. This is Shari’s lifelike avatar. ONE ADVANTAGE: avatars always have good hair days! This is sad Shari.
Easy To Add Voice • Create avatar then add a voice by converting text, recording, or adding audio files • It is easy to add voice. An demo of how simple it is can be found here: www.oddcast.com/home/demos/tts/tts_example.php • Creates a file for sharing via social media, e-mail, etc. • It’s FREE – good for student projects and presentations.
Voki.com • http://voki.com/ • Voki is an easy to use website which specializes in creating avatars specifically to use in an educational setting • Here is an example of an avatar of Hanna with voice: http://www.voki.com/pickup.php?scid=8292282&height=267&width=200 • Avatars can be created in under 5 minutes • Voki.com offers sample lesson plans for various grades and topics which provide formats of how to use avatars in the classroom
Full Animation • Full animation is more complex and generally, more costly. • Associated with computer-based learning platform • Studies show increased student motivation when empathy is shown by avatar. • Avatar-narrated videos are possible to create at: http://www.livingactor.com/Presenter/demo
Uses in training and education • Industrial setting: getting a consistent message to a large number of people. (new technology increased interest in the materials) • Student projects – students don’t have to stand in front of class and present • Embed in blogs and websites • Computer-based learning is enhanced by avatars teaching the classes
Benefits of avatars in education • Avatars can replace the need for a teacher to be present at a lesson, yet still offer a similar visual stimulation. • Avatars offer the opportunity of having a variety of cartoon-like figures (Voki.com has the option of animal or celebrity avatars) teaching lessons which could enhance attentiveness amongst students. • Computer-based learning can be more visually stimulating with the use of an avatar in place of the instructor.
Avatars and biases • Studies show that the gender and ethnicity of avatars affect student’s assessments of the ability of the virtual teacher (Beck, 2012). • Students can have the same expectations of a teacher who is physically present or of the animated representation of the teacher. • This knowledge can be used to educate students about inaccurate biases they unknowingly possess.
ASSURE Model • A- Analyze Learners • S- State Objectives • S- Select Methods, Media, and Materials • U- Utilize Media, Materials, and Methods • R- Require Learner Participation • E- Evaluate & Revise
References • Chin, G., Lee, J., Wang, C., Chao, P., Li, L., and Lee, T.Y. (2011). An empathic avatar in a computer-aided learning program to encourage and persuade learners. Educational Technology and Society, 15(2), 62-72. • Beck, D. (2012). The influence of gender and ethnicity of student avatars on teacher’s expectations and perceptions. International Journal of Gaming and Computer Mediated Simulations, 4(1), 1-24.