Videogame-Based Training Success: The Impact of Trainee Characteristics - Year 2

Abstract

Personal computer (PC)-based videogames are emerging as an increasingly popular training tool in the U.S. Army. The present research represents a follow-up investigation to Orvis, Orvis, Belanich, and Mull in (2005) with regards to the impact of trainee characteristics in videogame-based training environments. Specifically, this follow-up research examines prior videogame experience, videogame self-efficacy, and goal orientation as antecedents that maximize trainee motivation, as well as other learner choices and outcomes, in PC game-based training. In this research, 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. Prior to and after the training exercise, participants completed online questionnaires. This research extends Orvis et al. (2005) by demonstrating that these trainee characteristics, as a set, had a positive impact on trainee motivation to use the training game, trainee satisfaction with the training experience, ease in using the training game interface, team cohesion, metacognitive strategies utilized during training, and time spent engaging in the training game. The results of this research provide useful information to training game developers and instructors using videogames as training tools.

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Document Details

Document Type
Technical Report
Publication Date
Jul 01, 2006
Accession Number
ADA457396

Entities

People

  • Daniel B. Horn
  • James Belanich
  • Karin A. Orvis

Organizations

  • U.S. Army Research Institute for the Behavioral and Social Sciences

Tags

Communities of Interest

  • Human Systems

DTIC Thesaurus Topics

  • Applied Psychology
  • Behavior And Behavior Mechanisms
  • Computer Programs
  • Computers
  • Education
  • Educational Psychology
  • Flight Simulators
  • Instructors
  • Personal Computers
  • Psychology
  • Regression Analysis
  • Social Psychology
  • Social Sciences
  • Students
  • Trainees
  • Training
  • Video Games

Fields of Study

  • Computer science
  • Psychology

Readers

  • Agent-Based Social Robotics and Mobile-Assisted Learning in Virtual Environments.
  • Materials Science.
  • Military Training and Readiness Simulation