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Are Students Ready to E-Learn? The Influence of Experience with PC-Based Game Environments on Motivation
PROCEEDINGS

, Consortium of Universities and U.S. Army Research Institute, United States ; , U.S. Army Research Institute, United States ; , Catholic University, United States ; , George Mason Univ., United States

AACE Award

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Washington, DC, USA ISBN 978-1-880094-54-9 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

PC-based games are an increasingly popular choice to facilitate training. The goal of this research was to better understand the role individual attributes, such as experience playing PC-based games, have on success in game-based training environments. In this experiment, over 414 participants assumed the role of a new Soldier going through basic training, followed by a multi-player section where participants formed small groups and engaged in several collaborative missions. Results indicate that previous video game experiences with similar types of games were predictive of motivation to continue training with the game. Experience with other types of games was not predictive of training motivation. These results suggest that experience with one type of technological environment may not transfer to another. This information has implications for consideration of individual's skills and experiences when using a PC-based game for training.

Citation

Orvis, K., Belanich, J., Mullin, L. & Orvis, K.A. (2004). Are Students Ready to E-Learn? The Influence of Experience with PC-Based Game Environments on Motivation. In J. Nall & R. Robson (Eds.), Proceedings of E-Learn 2004--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 2074-2080). Washington, DC, USA: Association for the Advancement of Computing in Education (AACE). Retrieved March 9, 2021 from .

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