Are Students Ready to E-Learn? The Influence of Experience with PC-Based Game Environments on Motivation
Save to My Collections
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 World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2004 (pp. 2074-2080). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/11628.
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2004
Washington, DC, USA
Janice Nall & Robby Robson
More Information on ELEARN
Table of Contents
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.
- SALMS: SCORM-compliant Adaptive LMS
- Role-Based Design: Rethinking Innovation and Creativity in Instructional Design
- Development of social presence scale
- E-learning and ADDIE Model
- Supporting Teachers’ Use of a Project-Based Learning Environment in Ocean Science: Web-Based Educative Curriculum Materials
- Gameproject: A Multimedia Presentation Of A Joint Project For A Degree In Education
- Designing an E-learning Experience to Stimulate Interprofessional Practice in Health and Social Care
- Supporting the diversity of the E-learning 2.0 learners: The development of a psychological student model
- Towards Personalised and Adaptive Multimedia in M-learning Systems
- Students with Learning Difficulties: Web 2.0 Resources for Response to Intervention (RTI)
Comments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.