The Influence of Trainee Gaming Experience and Computer Self-Efficacy on Learner Outcomes of Videogame-Based Learning Environments
Abstract
Videogame-based environments are an increasingly popular choice to facilitate training. The purpose of the current research was to investigate the influence of two trainee characteristics, prior videogame experience and computer self-efficacy, on learner outcomes of a videogame-based training environment. In this research, 413 participants played a first-person-perspective videogame that began with a single-player section to introduce game-specific tasks, followed by a multi-player section where participants formed small teams to conduct several collaborative missions. Results indicated that computer self-efficacy and prior videogame experience were predictive of several learner outcomes such that trainees with greater computer self-efficacy and prior videogame experience reported less difficulty using the game interface and greater team cohesion, training satisfaction, and training motivation. Further, a videogame genre-specific effect was demonstrated in that only specific prior game experiences that share similar characteristics with the current training game were significantly predictive of the learner outcomes. These findings have implications for training game developers and instructors utilizing such games.
Document Details
- Document Type
- Technical Report
- Publication Date
- Jun 01, 2005
- Accession Number
- ADA437016
Entities
People
- James Belanich
- Kara L. Orvis
- Karin A. Orvis
- Laura N. Mullin
Organizations
- U.S. Army Research Institute for the Behavioral and Social Sciences