Avatars vs. Actors: Comparison Shows Little Difference in Role-Play Simulations for Psychology Students

Role-playing using avatars has been demonstrated as effective, but it has not been compared to role-playing with a live actor. In this study, undergraduate psychology students (N=93) conducted a clinical interview in a role-play with an avatar or live actor. Mixed methods included a survey and written reflection. The study found no differences in student interest-enjoyment, skills-knowledge, comfort level, or utility value in survey scales found to be reliable. High levels of active learning were found in qualitative data in both conditions, though it was significantly higher in the avatar group. High levels of benefits from group work also were found. An awkwardness, or uncanny valley effect, came up, though significantly more in the avatar group. Implications for teaching include using either avatar- or actor-based role-playing depending on availability, using a group format, and minimizing student awkwardness.

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Publication Details

Journal
International Journal for the Scholarship of Teaching and Learning
Published
2025-01-01
DOI
https://doi.org/10.20429/ijsotl.2025.190107
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
6.89
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article

Avatars vs. Actors: Comparison Shows Little Difference in Role-Play Simulations for Psychology Students

Kevin C. H. Parker, Jean Reid Norman, Melinda Russell-Stamp
2 citations
International Journal for the Scholarship of Teaching and Learning
Educational Games and Gamification
6.89
article

Avatars vs. Actors: Comparison Shows Little Difference in Role-Play Simulations for Psychology Students

Kevin C. H. Parker, Jean Reid Norman, Melinda Russell-Stamp
article en
2 citations

Abstract

Role-playing using avatars has been demonstrated as effective, but it has not been compared to role-playing with a live actor. In this study, undergraduate psychology students (N=93) conducted a clinical interview in a role-play with an avatar or live actor. Mixed methods included a survey and written reflection. The study found no differences in student interest-enjoyment, skills-knowledge, comfort level, or utility value in survey scales found to be reliable. High levels of active learning were found in qualitative data in both conditions, though it was significantly higher in the avatar group. High levels of benefits from group work also were found. An awkwardness, or uncanny valley effect, came up, though significantly more in the avatar group. Implications for teaching include using either avatar- or actor-based role-playing depending on availability, using a group format, and minimizing student awkwardness.

International Journal for the Scholarship of Teaching and LearningVol. 19(1)
Weber State University (US)
Openalex Percentile: Top 4%
Educational Games and Gamification
6.89
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