PsycEXTRA Dataset 2005
DOI: 10.1037/e423422005-001
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The Influence of Trainee Gaming Experience and Computer Self-Efficacy on Learner Outcomes of Videogame-Based Learning Environments

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Cited by 6 publications
(11 citation statements)
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References 23 publications
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“…Further, Orvis et al's (2007Orvis et al's ( , 2009) findings from the U.S. Military Academy effort suggested that trainees' prior videogame experience may influence their future outcomes in training programs that incorporate videogames. Specifically, they found that trainees more experienced with games had higher training performance and reported higher levels of training satisfaction, greater ease using a training game interface, and increased motivation to train with a game-based system (Orvis et al, 2007(Orvis et al, , 2009. They also found that previous videogame experience may influence how trainees collaborate in team-based, videogame-based training environments (Orvis et al, 2007).…”
Section: Comparison To Prior Findings With Military Populationsmentioning
confidence: 94%
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“…Further, Orvis et al's (2007Orvis et al's ( , 2009) findings from the U.S. Military Academy effort suggested that trainees' prior videogame experience may influence their future outcomes in training programs that incorporate videogames. Specifically, they found that trainees more experienced with games had higher training performance and reported higher levels of training satisfaction, greater ease using a training game interface, and increased motivation to train with a game-based system (Orvis et al, 2007(Orvis et al, , 2009. They also found that previous videogame experience may influence how trainees collaborate in team-based, videogame-based training environments (Orvis et al, 2007).…”
Section: Comparison To Prior Findings With Military Populationsmentioning
confidence: 94%
“…They found that approximately 60% of those surveyed reported that they had no or very limited videogame experience in the past year (Orvis et al, 2007(Orvis et al, , 2009). In the present research, we found that over 40% of soldiers across rank reported that they never/rarely play videogames, and approximately 50% reported they play no more than once a month.…”
Section: Comparison To Prior Findings With Military Populationsmentioning
confidence: 95%
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“…gn n Based on information gathered from previous research and observations made from the OLIVE system, user profiles and contextual task analyses were developed for each I user group (Orvis, Orvis, Belanich, & Mullin, 2005). The usability attributes, which would define the goals for (future) user testing, are summarized in a Usability Specification Matrix in Appendix A.…”
Section: Contentsmentioning
confidence: 99%