2015
DOI: 10.1007/978-3-319-22960-7_16
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Using Avatars for Course Management and Immersion

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Cited by 2 publications
(2 citation statements)
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“…Avatar: the use of avatar is to make students feel more secure for their privacy by obfuscating their identity and activities to others. In this way, students may feel more comfortable in taking more time on their elearning accounts [86,87].…”
Section: Student Engagement Factorsmentioning
confidence: 99%
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“…Avatar: the use of avatar is to make students feel more secure for their privacy by obfuscating their identity and activities to others. In this way, students may feel more comfortable in taking more time on their elearning accounts [86,87].…”
Section: Student Engagement Factorsmentioning
confidence: 99%
“…Gamification is the term used for the introduction of game elements in non-game contexts and applications [1]. Gamification is usually applied in learning contexts to improve student engagement and performance [2,3]. To expedite and create continuous learning practices, modern higher education institutions have generally adopted multiple different technologies.…”
Section: Introductionmentioning
confidence: 99%