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Author: Deepali Tharkude

Posted On Sep 08, 2010   |   5 Mins Read

Okay, I’m not just trying to capitalize on James Cameron’s blockbuster being released in theatres once again with 9 minutes of earlier-unseen-footage! One question regarding the “use of Avatars in eLearning” that has reared its head often during discussions within the instructional design team at Harbinger is: How exactly do we define Avatars? So, what I’m trying to do is put forth our own conclusions here.

As instructional designers, we’ve often come across clients who’ve heard the latest buzz word, “Avatars”, in eLearning and obviously want courses developed using this concept. Avatars make learning fun and enable learners to get more out of their learning by really immersing themselves in the content. Our clients’ understanding of Avatars, however, seems to differ! Some would take the cute looking sales girl who pops up onscreen at regular intervals in a course and talks a learner through the content to be an Avatar. Others think she’s just an animated graphic whose main purpose in the course is to be a mentor! Confused?

In James Cameron’s film, Sam Worthington plays a former Marine who infiltrates the Na’vi population by controlling a genetically modified Avatar via mental link. In other words, he finds himself–quite enviably, in my opinion–immersed in the body of another being, able to control its actions, see things and react the way the other being would! Similarly, games that are truly immersive enjoy this distinction because they allow the player to ‘be someone else’ through the Avatar they control in the game. In my opinion, that’s what differentiates an Avatar from an animated character in an eLearning course as well.

In an eLearning context, Avatars should represent you, the learner, in an online learning environment. Now if you found yourself a new body in an online learning environment, you wouldn’t want content just fed to you, would you? No, you’d want to move around, explore, interact, get to the content that you want, make decisions and face consequences and, in the process, achieve your learning objectives! So, the extent to which you can immerse yourself in the role you are playing in the course is what defines the effective use of an Avatar. If you’re not doing that, chances are you’re just looking at an animated graphic of a character with moving lips and eyes, thanks to clever programming, talking you through content while you listen passively!

About Harbinger Group

Harbinger is a global technology company that builds products and solutions that transform the way people work and learn. For more than three decades, we have been innovating alongside organizations that are in the people business—serving the Human Resources, eLearning, Digital Publishing, Education, and High-Tech sectors.
At Harbinger, we understand that building a great product requires in-depth knowledge of the user, the nuances of the business, and expertise in technology. That is why we provide both end-to-end Product Development and Content Creation services.
Our pedigree in eLearning and building next-generation products has fostered a culture of continuous learning. We experiment with new technologies such as Generative AI, easily embrace new ideas, and creatively apply them to our customers’ products.

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