Measurement of Self-Efficacy in Game-based E-learning through Interaction with Non-Player Characters
PROCEEDINGS
Ioana Ghergulescu, Arghir-Nicolae Moldovan, Cristina Muntean, National College of Ireland, Ireland
Society for Information Technology & Teacher Education International Conference, in Jacksonville, Florida, United States ISBN 978-1-939797-07-0 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
This paper proposes a novel method for measuring learner’s self-efficacy, an important indicator of learner’s motivation, in game based e-learning through the interaction of the player with non-player characters. A subjective case study was conducted in order to evaluate the benefits of the proposed method. The results have shown that the player’s self-efficacy changes in time during the game-play. Therefore, it is important to measure it regularly in order to enable maintaining the player motivated during the game-play through game adaptation.
Citation
Ghergulescu, I., Moldovan, A.N. & Muntean, C. (2014). Measurement of Self-Efficacy in Game-based E-learning through Interaction with Non-Player Characters. In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 640-644). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE). Retrieved March 19, 2024 from https://www.learntechlib.org/primary/p/130827/.
© 2014 Association for the Advancement of Computing in Education (AACE)
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