Keywords

Serious games, video games, video game training, training, learning, education, self efficacy, video game self efficacy

Abstract

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.

Notes

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Graduation Date

2014

Semester

Spring

Advisor

Bowers, Clint

Degree

Master of Science (M.S.)

College

College of Sciences

Department

Psychology

Degree Program

Industrial and Organizational Psychology

Format

application/pdf

Identifier

CFE0005224

URL

http://purl.fcla.edu/fcla/etd/CFE0005224

Language

English

Release Date

May 2014

Length of Campus-only Access

None

Access Status

Masters Thesis (Open Access)

Subjects

Dissertations, Academic -- Sciences; Sciences -- Dissertations, Academic

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