Investigating the Relationship between Presence and Learning in a Serious Game

Abstract

We investigate the role of presence in a serious game for intercultural communication and negotiation skills by comparing two interfaces: a 3D version with animated virtual humans and sound against a 2D version using text-only interactions with static images and no sound. Both versions provide identical communicative action choices and are driven by the same underlying simulation engine. In a study, the 3D interface led to a significantly greater self-reported sense of presence, but produced significant, but equivalent learning on immediate posttests for declarative and conceptual knowledge related to intercultural communication. Log data reveals that 3D learners needed fewer interactions with the system than those in the 2D environment, suggesting they benefited equally with less practice and may have treated the experience as more authentic.

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Document Details

Document Type
Technical Report
Publication Date
Jan 01, 2010
Accession Number
AD1158980

Entities

People

  • Daniel Auerbach
  • H. Clifford Lane
  • Mark G. Core
  • Matthew J. Hays

Organizations

  • University of Southern California

Tags

DTIC Thesaurus Topics

  • Agreements
  • Computers
  • Education
  • Environment
  • Feedback
  • Learning
  • Motivation
  • Navigation
  • Negotiations
  • New York
  • Personality
  • Psychology
  • Reliability
  • Simulations
  • Students
  • Training
  • United States
  • United States Government
  • Universities
  • Video Games
  • Virtual Reality

Readers

  • Agent-Based Social Robotics and Mobile-Assisted Learning in Virtual Environments.
  • Computational Linguistics
  • Organizational Psychology.