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Empowering social perspective-taking and collaboration through digital avatars

A quasi-experimental study

Bibliographic Data

ID21452057
AuthorsDorit Alt (0000-0001-9269-8896, Tel Hai College, corresponding author)
Year2026
Pages1-18
Publication date2026-03-02
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueBehaviour and Information Technology (JOURNAL)
Journal identifiersISSN: 0144-929X • E-ISSN: 1362-3001
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/0144929x.2026.2635513
OpenAlexW7133864013
LanguageEN
References cited52

This study examined the effectiveness of avatars in digital role-playing scenarios to enhance students’ social perspective-taking and collaborative learning. Limited empirical research compared avatar-based digital and face-to-face role-playing on social perspective-taking and collaborative learning, leaving uncertainty about whether digital role-play can be comparable to traditional methods for supporting meaningful social interaction and collaborative learning outcomes. The research compared students’ perceptions in two settings: digital role-playing with avatars (experimental group) versus traditional face-to-face role-playing (control group). A total of 408 students from two public schools participated in this quasi-experimental study. Data were analysed using analysis of covariance (ANCOVA), multivariate analysis of covariance (MANCOVA), and structural equation modelling (SEM). The findings indicated that students who engaged in digital role-playing with avatars reported significantly higher levels of social perspective-taking and collaborative learning compared to those involved in traditional role-playing activities. The SEM analysis further emphasised a significant, positive relationship between collaborative learning and social perspective-taking, suggesting that the use of avatars in role-playing can strengthen students’ ability to empathise with others while supporting collaborative processes. This study provides evidence that avatar-mediated environments support social perspective-taking and collaborative learning, helping guide evidence-based design and adoption of digital role-playing in education

Context (archaeology) · Field (mathematics) · Key (lock) · Perspective (graphical) · Qualitative research · Work (physics) · Innovative Human-Technology Interaction · Participatory Visual Research Methods · Virtual Reality Applications and Impacts

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Citation velocityhistorical
Highly citedNo

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