Brief overview/background of the project:
One of the key differences between virtual world training/education scenarios and "traditional" eLearning scenarios is that the learner is represented on-screen by an avatar. How much does this on-screen presence contribute to learning and retention, and how is that balanced by the extra time taken to learn how to control the avatar.
Aim of the project:
Conduct A/B comparisons between the same learning exercise conducted in an (A) environment where the user has no avatar and a (B) environment where it does have an avatar - in order to see how much the avatar adds or detracts from the learning.
Possible Approach
One approach would be to make/source an existing no-avatar 2D style (but graphical) learning exercise and recreate it closely in a 3D avatar based platform and then compare the two - both in understanding of content, and recall of content some time later. Another approach would be to use a flexible 3D avatar platform (eg Second Life) to create both the avatar and non-avatar scenarios - so that the only difference is the avatar presence/non-presence and the simplification of control that results.
A clear example of something similar or in the field:
There are a large number of 3D avatar based environments (eg Second Life), and even some 3D/no avatar ones (eg some Web.Alive), and a lot of 2D environments without avatars.
Skills Needed:
Whilst some technical skills would be required (eg some scripting and 3D build) this is primarily a usability/HCI assessment with aspects of learning psychology.
What the student might get out of the project:
Time plan:
The project will probably take 1 -2 months to plan and do a literature search, 1 - 2 months data collection (maybe 3 months if doing experiments), and 1 -2 months to write up.

