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Psychology

University of Central Florida

Electronic Theses and Dissertations

Serious games

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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.


The Design And Evaluation Of A Video Game To Help Train Perspective-Taking And Empathy In Children With Autism Spectrum Disorder, Darin Hughes Jan 2014

The Design And Evaluation Of A Video Game To Help Train Perspective-Taking And Empathy In Children With Autism Spectrum Disorder, Darin Hughes

Electronic Theses and Dissertations

This paper discusses the design, implementation, and evaluation of a serious game intended to reinforce applied behavior analysis (ABA) techniques used with children with autism spectrum disorder (ASD) by providing a low cost and easily accessible supplement to traditional methods. Past and recent research strongly supports the use of computer assisted instruction in the education of individuals with ASD (Moore & Calvert, 2000; Noor, Shahbodin, & Pee, 2012). Computer games have been shown to boost confidence and provide calming mechanisms (Griffiths, 2003) while being a safe environment for social exploration and learning (Moore, Cheng, McGrath, & Powell, 2005). Games increase …


Cooperative Vs Competitive Goals In Educational Video Games, Peter Smith Jan 2012

Cooperative Vs Competitive Goals In Educational Video Games, Peter Smith

Electronic Theses and Dissertations

The concept of serious games, or using games and gaming technologies for purposes other than purely entertainment, became popularized with the creation of the Serious Games Initiative in 2002 and has continued to grow. While this trend may appear new, the use of games for learning has a rich history and the idea of using a game as a learning platform is an established concept that had has withstood the test of time. Research in this area must move from if games can teach, to how do we improve games that do. Proponents of serious games suggest that they should …