Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/114729
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dc.contributorFaculty of Business-
dc.creatorKo, A-
dc.date.accessioned2025-08-22T00:48:06Z-
dc.date.available2025-08-22T00:48:06Z-
dc.identifier.isbn978-84-09-70107-0-
dc.identifier.urihttp://hdl.handle.net/10397/114729-
dc.description19th International Technology, Education and Development Conference, 3-5 March, 2025, Valencia, Spainen_US
dc.language.isoenen_US
dc.publisherIATED Academyen_US
dc.rights© Copyright 2025, IATED Academy. This work is subject to copyright. All rights reserved.en_US
dc.rightsThe intellectual property rights of the contents of the publication are the sole property of IATED Academy and therefore the reproduction, distribution, public disclosure, transformation, or any other activity that can be carried out with the contents of its proceedings is forbidden, without written consent from IATED Academy.en_US
dc.rightsPosted with permission of the publisher.en_US
dc.rightsThe following publication A. Ko (2025) EXPLORING PERCEIVED COMPETENCE AND RELATEDNESS IN AVATAR-BASED LEARNING: INSIGHTS FROM A VIRTUAL WORLD PLATFORM FOR HIGHER EDUCATION, INTED2025 Proceedings, pp. 5673-5677 is available at https://doi.org/10.21125/inted.2025.1454.en_US
dc.subjectAvatar-based learningen_US
dc.subjectFlipped learningen_US
dc.subjectHigher educationen_US
dc.subjectPerceived competenceen_US
dc.subjectVirtual worlden_US
dc.titleExploring perceived competence and relatedness in avatar-based learning : insights from a virtual world platform for higher educationen_US
dc.typeConference Paperen_US
dc.identifier.spage5673-
dc.identifier.epage5677-
dc.identifier.doi10.21125/inted.2025.1454-
dcterms.abstractAvatars in virtual worlds provide a dynamic and versatile means for individuals to socialize, learn, collaborate, and play. Instructional designers and educators in both the corporate sector and higher education are increasingly adopting ready-made platforms to craft engaging and enjoyable learning experiences. However, the readiness of learners to navigate avatars for interactive activities in virtual environments is seldom examined. In October 2024, a pilot study involving 50 business students in Hong Kong was conducted to explore this aspect. This paper explores the impact of perceived competence, perceived relatedness, and user satisfaction in a virtual world designed for learning and collaboration. Key dimensions, including a user-friendly interface, communication tools, and scalability, were also evaluated. The results revealed a range of opinions and varying levels of acceptance and engagement with the platform. These findings offer practical insights into the design elements crucial for optimizing avatar-based interactions in virtual world settings. In particular, avatar-based flipped learning activities can be developed to complement traditional lectures, thereby fostering active learning in higher education.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationIn LG Chova, CG Martínez, J Lees (Eds.), INTED2025 Proceedings: 19th International Technology, Education and Development Conference, 3-5 March, 2025, Valencia, Spain, p. 5673-5677. Valencia, Spain: IATED Academy, 2025-
dcterms.issued2025-
dc.relation.conferenceInternational Technology, Education and Development Conference [INTED]-
dc.description.validate202508 bcch-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumbera3779en_US
dc.identifier.SubFormID51047en_US
dc.description.fundingSourceSelf-fundeden_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryPublisher permissionen_US
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