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Psychology

Theses/Dissertations

University of Central Florida

Electronic Theses and Dissertations

Learning

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Video Game Self-Efficacy And Its Effect On Training Performance, Skilan Ortiz Jan 2014

Video Game Self-Efficacy And Its Effect On Training Performance, Skilan Ortiz

Electronic Theses and Dissertations

This study examined the effects of using serious games for training on task performance and declarative knowledge outcomes. The purpose was to determine if serious games are more effective training tools than traditional methods. Self-efficacy, expectations for training, and engagement were considered as moderators of the relationship between type of training and task performance as well as type of training and declarative knowledge. Results of the study offered support for the potential of serious games to be more effective than traditional methods of training when it comes to task performance.


A Multimedia Approach To Game-Based Training: Exploring The Effects Of The Modality And Temporal Contiguity Principles On Learning In A Virtual Environment, Stephen Serge Jan 2014

A Multimedia Approach To Game-Based Training: Exploring The Effects Of The Modality And Temporal Contiguity Principles On Learning In A Virtual Environment, Stephen Serge

Electronic Theses and Dissertations

There is an increasing interest in using video games as a means to deliver training to individuals learning new skills or tasks. However, current research lacks a clear method of developing effective instructional material when these games are used as training tools and explaining how gameplay may affect learning. The literature contains multiple approaches to training and GBT but generally lacks a foundational-level and theoretically relevant approach to how people learn specifically from video games and how to design instructional guidance within these gaming environments. This study investigated instructional delivery within GBT. Video games are a form of multimedia, consisting …


A Model Of Flow And Play In Game-Based Learning The Impact Of Game Characteristics, Player Traits, And Player States, Davin Pavlas Jan 2010

A Model Of Flow And Play In Game-Based Learning The Impact Of Game Characteristics, Player Traits, And Player States, Davin Pavlas

Electronic Theses and Dissertations

In this dissertation, the relationship between flow state, serious games, and learning was examined. Serious games, which are games that convey something other than enjoyment (e.g., learning), are increasingly popular platforms for research, training, and advertisement. The elements that make serious games useful to researchers, trainers, and practitioners are closely linked to those that make up the positive psychology construct of flow state. Flow state describes an optimum experience that is encountered when a variety of factors are met, and is characterized by high focus, engagement, motivation, and immersion. While flow state is often discussed in the serious games literature, …


Learning For The Next Generation: Predicting The Usage Of Synthetic Learning Environments, Arthur Evans Jan 2010

Learning For The Next Generation: Predicting The Usage Of Synthetic Learning Environments, Arthur Evans

Electronic Theses and Dissertations

The push to further the use of technology in learning has broadened the attempts of many to find innovated ways to aid the new, technologically savvy generation of learners, in acquiring the knowledge needed for their education and training. A critical component to the success of these initiatives is the proper application of the science of learning (Cannon-Bowers and Bowers, 2009). One technological initiative that can benefit from this application is the use of synthetic learning environments (SLEs). SLEs are instructional systems embedded within virtual worlds. These worlds can be simulations of some task, for instance a simulation that may …


Learning African-American History In A Synthetic Learning Environment, Adams Greenwood-Ericksen Jan 2008

Learning African-American History In A Synthetic Learning Environment, Adams Greenwood-Ericksen

Electronic Theses and Dissertations

Synthetic Learning Environments (SLEs) represent a hybrid of simulations and games, and in addition to their pedagogical content, rely on elements of story and interactivity to drive engagement with the learning material. The present work examined the differential impact of varying levels of story and interactivity on learning. The 2x2 between subjects design tested learning and retention among 4 different groups of participants, each receiving one of the 4 possible combinations of low and high levels of story and interactivity. Objective assessments of participant performance yielded the unexpected finding that learners using the SLE performed more poorly than any other …


Game On: The Impact Of Game Features In Computer-Based Training, Renee Derouin-Jessen Jan 2008

Game On: The Impact Of Game Features In Computer-Based Training, Renee Derouin-Jessen

Electronic Theses and Dissertations

The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's Army" was estimated at $7 million. Given their increasing use and high costs, it is important to understand whether game-based learning systems perform as billed. Research suggests that games do not always increase learning outcomes over conventional instruction. However, certain game features (e.g., rules/goals, fantasy, challenge) might …


Predicting Anxiety From Parent And Childhood Variables, Brian Fisak Jan 2006

Predicting Anxiety From Parent And Childhood Variables, Brian Fisak

Electronic Theses and Dissertations

The high prevalence rate, significant distress and impairment, and persistence of childhood anxiety disorders highlight the need for continued theoretical conceptualization and research into the developmental pathways associated these disorders. In response to this need, one goal this project was to examination and identify variables associated with the development and/or maintenance of child anxiety disorders. A second goal of this project was to examine the potential role of learning from parents as a risk factor in the development of child anxiety, with a particular emphasis on three learning mechanisms: modeling, information transfer, and reinforcement of anxious behaviors. The third goal …


Improving Metacomprehension And Learning Through Graduated Concept Mod, Eleni Kring Jan 2004

Improving Metacomprehension And Learning Through Graduated Concept Mod, Eleni Kring

Electronic Theses and Dissertations

Mental model development, deeper levels of information processing, and elaboration are critical to learning. More so, individuals' metacomprehension accuracy is integral to making improvements to their knowledge base. In other words, without an accurate perception of their knowledge on a topic, learners may not know that knowledge gaps or misperceptions exist and, thus, would be less likely to correct them. Therefore, this study offered a dual-process approach that aimed at enhancing metacomprehension. One path aimed at advancing knowledge structure development and, thus, mental model development. The other focused on promoting a deeper level of information processing through processes like elaboration. …