UPSI Digital Repository (UDRep)
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Abstract : Universiti Pendidikan Sultan Idris |
This study aimed to investigate the effects of realism levels of 3D avatar on students’
emotions, specifically arousal and valence, and its mediating effects on their
motivation in digital game-based learning (DGBL) environment. A game prototype
with five different realism levels of 3D male avatar were designed and developed. The
realism levels are ranked from low realism to high realism based on the enlargement
and reduction of eye size and, thickness and eyebrow shape. Quasi experimental
design was used to answer the research questions formulated and the data obtained
was analysed using ANOVA, post hoc and bootstrap mediation statistical analysis. A
number of 200 Diploma in Computer Graphic Design students from five different
Cosmopoint College branches were selected using multistage sampling as research
sample. Each college consists of one class of 40 students who underwent DGBL
prototype with different realism levels of 3D avatar respectively. The ANOVA test
show that there were significant differences on arousal (F (4,195) =12.15, p |
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