2013
DOI: 10.1016/j.chb.2013.01.006
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The impeding role of initial unrealistic goal-setting on videogame-based training performance: Identifying underpinning processes and a solution

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Cited by 14 publications
(16 citation statements)
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References 84 publications
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“…Secondly, increased difficulty is said generally to increase motivation [27], possibly because of the greater potential self-satisfaction that accrues to the user on achievement of the goal [36]. However, goals must not be considered unachievable [27] and though failure to attain a goal can increase motivation [8], it can also have the opposite effect [19]. Thirdly, the discounting of future benefits leads to the argument that short-term goals are more effective than longer-term ones [36].…”
Section: Goal Settingmentioning
confidence: 99%
“…Secondly, increased difficulty is said generally to increase motivation [27], possibly because of the greater potential self-satisfaction that accrues to the user on achievement of the goal [36]. However, goals must not be considered unachievable [27] and though failure to attain a goal can increase motivation [8], it can also have the opposite effect [19]. Thirdly, the discounting of future benefits leads to the argument that short-term goals are more effective than longer-term ones [36].…”
Section: Goal Settingmentioning
confidence: 99%
“…Artino (2009a) illustrated the importance of learner goal-setting by showing that learners with career aspirations directly related to the course content would be more likely to report adaptive motivation and academic success than their peers. Using a survey study, Brusso and Orvis (2013) found that learners who experienced a larger goal-performance discrepancy at the beginning of a course performed worse in the subsequent sessions than those whose performance more closely mirrored their goals. The two survey studies conducted by Brusso and Orvis (2013) and Anseel et al (2009) suggest that a combination of reflection interventions and goal-setting instructions (looking back on past behaviour by means of coached reflection and managing future behaviour by setting goals) appears to be a particularly strong intervention.…”
Section: Calibrationmentioning
confidence: 99%
“…Using a survey study, Brusso and Orvis (2013) found that learners who experienced a larger goal-performance discrepancy at the beginning of a course performed worse in the subsequent sessions than those whose performance more closely mirrored their goals. The two survey studies conducted by Brusso and Orvis (2013) and Anseel et al (2009) suggest that a combination of reflection interventions and goal-setting instructions (looking back on past behaviour by means of coached reflection and managing future behaviour by setting goals) appears to be a particularly strong intervention. Artino and Stephens (2009) illustrate this by presenting two instructional strategies for helping learners identify and set challenging, proximal goals and for providing them with timely, honest, explicit performance feedback.…”
Section: Calibrationmentioning
confidence: 99%
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“…With very few exceptions (e.g., Brusso & Orvis, 2013), these educational studies do not address whether the efficacy was enhanced because the content was presented as a video game, or if efficacy was enhanced simply because users directly practiced the measured behaviors (or skills) as a part of their game play. Therefore, these studies also do not provide any direct or indirect test of how agency, specifically, in an interactive narrative might lead to character-consistent behaviors.…”
Section: Agency In Online Narratives and The User-character Connectionmentioning
confidence: 99%