Motivation Assessment Instrument for Virtual Reality Scheduling Simulator
New Search | Print Abstract | E-mail Abstract | Full Text | Save to My Collections | Export Citation |
Green, M. & Sulbaran, T. (2006). Motivation Assessment Instrument for Virtual Reality Scheduling Simulator. In T. Reeves & S. Yamashita (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2006 (pp. 45-50). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/23657.
Conference Information

World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2006
Honolulu, Hawaii, USA
October 2006
ISBN 1-880094-60-6
Thomas Reeves & Shirley Yamashita
AACE
More Information on ELEARN
Table of Contents
Authors
Abstract
Abstract: Educators in construction engineering and management currently tend to rely on 2D drawings, Critical Path Method, PERT Diagrams and Gantt charts to help student understand the scheduling concepts. In an attempt to improve this current scheduling teaching approach, the University of Southern Mississippi and the Jones County Junior College with funding from the National Sciences Foundation developed a Virtual Reality Scheduling Simulator as a teaching tool. In conjunction with the Virtual Reality Scheduling Simulator the research team also developed a series of assessment instruments to measure usability and the impact of the Virtual Reality Scheduling Simulator on the students' learning and motivation. This paper focus on describing the development of one of the assessment instruments - The Motivation Assessment instrument.
Keywords
Also Read
- How Do Web 2.0 Technologies Motivate Learners? A Regression Analysis based on the Motivation, Volition, and Performance Theory
- Implementation of an affective-motivational architecture tied to a teaching-learning process
- Third generation educational use of computer games
- The Relationship Between Affective States and Dialog Patterns During Interactions With AutoTutor
- A Comparative Analysis of Student Motivation in Traditional Classroom and E-Learning Courses
- Problem-Based Educational Games: Connections, Prescriptions, and Assessment
- Getting Serious about Validating Serious Games
- Preface
- Foundation for Measuring Engagement in Educational Games
- Developing a game model for computational thinking and learning traditional programming through game-play
Tags
Add tagComments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.

New comment