PsycEXTRA Dataset 2002
DOI: 10.1037/e500772012-001
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Low-Cost PC Gaming and Simulation: Doctrinal Survey

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Cited by 4 publications
(4 citation statements)
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“…Videogames as instructional tools allow for greater interactivity, multisensory stimulation, and accurate feedback (Garris, Ahlers, & Driskell, 2002;Tarr, Morris, & Singer, 2002), and thus, enhanced trainee motivation and performance during training (O'Neil & Fisher, 2004;Orvis, Horn, & Belanich, 2008). Research also indicates that skills learned in videogame-based instructional environments transfer to real-life situations (Gopher, Weil, & Bareket, 1994;Knerr, Simutis, & Johnson, 1979).…”
mentioning
confidence: 92%
“…Videogames as instructional tools allow for greater interactivity, multisensory stimulation, and accurate feedback (Garris, Ahlers, & Driskell, 2002;Tarr, Morris, & Singer, 2002), and thus, enhanced trainee motivation and performance during training (O'Neil & Fisher, 2004;Orvis, Horn, & Belanich, 2008). Research also indicates that skills learned in videogame-based instructional environments transfer to real-life situations (Gopher, Weil, & Bareket, 1994;Knerr, Simutis, & Johnson, 1979).…”
mentioning
confidence: 92%
“…Part of its overall charter is to help forge productive links between the electronic game industry and projects involving the use of games in education, training, health, and public policy." Tarr, Morris, and Singer (2002) examined the possibility of using PC simulation games for US military training. They concluded that PC games now have the capability to assist learning, transfer, and performance in a variety of domains, including substitution for real world training requirements.…”
Section: Serious Gamesmentioning
confidence: 99%
“…The use of videogames has become a popular medium for training in the military because they are effective tools for learning and understanding complex subject matter (Ricci, Salas, & Cannon-Bowers, 1996). This approach is also immersive and engaging in ways that traditional workbooks or manuals are not and has the capability to provide realistic feedback and multisensory information (Garris, Ahlers & Driskell, 2002;Tarr, Morris, & Singer, 2002). Research has also shown that skills learned in game-based training environments transfer to real-life situations (Gopher, Weil, & Bareket, 1994;Knerr, Simutis, & Johnson, 1979).…”
Section: Utilization and Dissemination Of Findingsmentioning
confidence: 99%