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

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AACE Award 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.

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Conference Information

ELEARN

World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2004
Washington, DC, USA
2004
ISBN 1-880094-54-1
  Janice Nall & Robby Robson
AACE

More Information on ELEARN

Table of Contents


Authors

Kara Orvis, Consortium of Universities and U.S. Army Research Institute, United States; James Belanich, U.S. Army Research Institute, United States; Laura Mullin, Catholic University, United States; Karin A. Orvis, George Mason Univ., United States

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.

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