ABSTRACT VIEW
Abstract NUM 573

INTERACTIVE AVATARS IN CORPORATE TRAINING: A COMPARATIVE STUDY OF CHATBOT-DRIVEN AND SCRIPTED APPROACHES FOR GOOD GOVERNANCE EDUCATION
R. Al Ghadban
University of Milan Bicocca (ITALY)
In response to growing organizational demands for transparency, accountability and ethical practices, corporate training has emerged as a key strategy for fostering good governance. This research explores how innovative digital learning approaches, particularly game-based learning combined with avatar-led interactions can enhance the effectiveness and engagement of good governance focused training programs. The study specifically investigates the role of interactive chatbot-driven avatars and how their impact compares to that of scripted avatars in the context of game-based corporate training.

The research follows a mixed-methods approach. Quantitative data are collected through pre- and post-training assessments using the System Usability Scale (SUS), Net Promoter Score (NPS) and paired-sample t-tests to evaluate learning outcomes, user satisfaction and perceived usability. In parallel, qualitative data gathered from open-ended responses are analyzed through NVivo, offering insights into participants’ experiences and perceptions of the training modalities.

The central research question guiding this work is: In the context of corporate training, how do interactive chatbot-driven avatars enhance the effectiveness of game-based learning compared to scripted avatars?

Initial findings suggest that learners show a stronger preference for interactive avatars compared to fully scripted ones, with increased engagement and perceived relevance of the training content. These early results indicate that adding responsive and adaptive elements to avatar interactions may enhance learner motivation and understanding.
In the next phase of the study, we will evaluate chatbot-driven avatars to further explore their impact on user experience and learning effectiveness. This research ultimately aims to contribute to the field of digital corporate education by providing evidence-based insights into how interactive technologies can support the development of effective and engaging training programs for good governance.

Keywords: Corporate Training, Good Governance, Game-Based Learning, Chatbot Avatars, Scripted Avatars, Learner Engagement, Usability, e-learning.

Event: ICERI2025
Session: Emerging Technologies in Education
Session time: Monday, 10th of November from 11:00 to 13:45
Session type: POSTER