The roles of task difficulty and prior videogame experience on performance and motivation in instructional videogames
暂无分享,去创建一个
[1] M. Mikulincer,et al. Reactance and helplessness following exposure to unsolvable problems: the effects of attributional style. , 1988, Journal of personality and social psychology.
[2] James Belanich,et al. Instructional Characteristics and Motivational Features of a PC-based Game , 2004 .
[3] Wolfgang Schnotz,et al. Enabling, facilitating, and inhibiting effects of animations in multimedia learning: Why reduction of cognitive load can have negative results on learning , 2005 .
[4] Dana Broach,et al. The Effects of Video Game Experience on Computer-Based Air Traffic Controller Specialist, Air Traffic Scenario Test Scores. , 1997 .
[5] K. Anders Ericsson,et al. Attaining Excellence Through Deliberate Practice: Insights from the Study of Expert Performance , 2008 .
[6] M. Seligman,et al. Learned helplessness in humans: critique and reformulation. , 1978, Journal of abnormal psychology.
[7] K. A. Ericsson,et al. Expert and exceptional performance: evidence of maximal adaptation to task constraints. , 1996, Annual review of psychology.
[8] K. A. Ericsson,et al. Recent advances in expertise research: a commentary on the contributions to the special issue , 2005 .
[9] A. Bandura. Self-efficacy: toward a unifying theory of behavioral change. , 1977, Psychological review.
[10] John E. Mathieu,et al. INDIVIDUAL AND SITUATIONAL INFLUENCES ON THE DEVELOPMENT OF SELF‐EFFICACY: IMPLICATIONS FOR TRAINING EFFECTIVENESS , 2006 .
[11] Slava Kalyuga,et al. Learner Experience and Efficiency of Instructional Guidance , 2001 .
[12] Timothy T. Baldwin,et al. THE PERILS OF PARTICIPATION: EFFECTS OF CHOICE OF TRAINING ON TRAINEE MOTIVATION AND LEARNING , 1991 .
[13] Bruce W. Knerr. Computer-Based Simulations for Maintenance Training: Current ARI Research. Technical Report 544. , 1979 .
[14] Johannes Hartig,et al. The use of virtual environments based on a modification of the computer game Quake III Arena® in psychological experimenting , 2007, Comput. Hum. Behav..
[15] Fred Paas,et al. Dynamic problem selection in air traffic control training: a comparison between performance, mental effort and mental efficiency , 2001, Comput. Hum. Behav..
[16] S. Wilson. What Video Games Have to Teach Us about Learning and Literacy , 2006 .
[17] Robert T Hays,et al. The Effectiveness of Instructional Games: A Literature Review and Discussion , 2005 .
[18] Patricia A. Alexander,et al. What Counts? The Predictive Powers of Subject-Matter Knowledge, Strategic Processing, and Interest in Domain-Specific Performance , 2002 .
[19] Norma J.H. Patterson,et al. An Evaluation of Graduate Class Interaction in Face-to-Face and Asynchronous Computer Groupware Experiences: A Collective Case Study. ASHE Annual Meeting Paper. , 1999 .
[20] John Sweller,et al. The impact of sequencing and prior knowledge on learning mathematics through spreadsheet applications , 2005 .
[21] F. Paas,et al. Cognitive Architecture and Instructional Design , 1998 .
[22] D. Gopher,et al. Transfer of Skill from a Computer Game Trainer to Flight , 1994 .
[23] S. Gully,et al. Role of goal orientation, ability, need for achievement, and locus of control in the self-efficacy and goal--setting process. , 1997 .
[24] N. Schmitt,et al. THE INFLUENCE OF TRAINEE ATTITUDES ON TRAINING EFFECTIVENESS: TEST OF A MODEL , 1986 .
[25] Michael Macedonia,et al. Computer Games and the Military: Two Views , 2002 .
[26] James E. Driskell,et al. Games, Motivation, and Learning: A Research and Practice Model , 2002 .
[27] E. Salas,et al. An Integrated Model of Training Evaluation and Effectiveness , 2004 .
[28] C S Green,et al. Action-Video-Game Experience Alters the Spatial Resolution of Vision , 2007, Psychological science.
[29] Eugene F. Provenzo,et al. Video Kids: Making Sense of Nintendo , 1991 .
[30] J. C. Herz,et al. Defense Horizons. Number 11, April 2002. Computer Games and the Military: Two Views , 2002 .
[31] Eduardo Salas,et al. Effects of Training Goals and Goal Orientation Traits on Multidimensional Training Outcomes and Performance Adaptability. , 2001, Organizational behavior and human decision processes.
[32] S. Ting,et al. Our view of coaching for leadership development. , 2006 .
[33] Michele D. Dickey. Engaging by design: How engagement strategies in popular computer and video games can inform instructional design , 2005 .
[34] Richard F. Bowman. A "Pac-Man" theory of motivation: Tactical implications for classroom instruction. , 1982 .
[35] Ray S. Perez,et al. Computer Games and Team and Individual Learning , 2007 .
[36] Mario Mikulincer,et al. Coping and learned helplessness: Effects of coping strategies on performance following unsolvable problems , 1989 .
[37] J. Colquitt,et al. Toward an integrative theory of training motivation: a meta-analytic path analysis of 20 years of research. , 2000, The Journal of applied psychology.
[38] B. Bloom,et al. Human Characteristics and School Learning , 1979 .
[39] J. Webster,et al. EFFECTS OF FEEDBACK AND COGNITIVE PLAYFULNESS ON PERFORMANCE IN MICROCOMPUTER SOFTWARE TRAINING , 2006 .
[40] Fred Paas,et al. Mental Effort and Performance as Determinants for the Dynamic Selection of Learning Tasks in Air Traffic Control Training , 2004 .
[41] R. Noe. Trainees' Attributes and Attitudes: Neglected Influences on Training Effectiveness , 1986 .
[42] Thomas W. Malone,et al. Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..
[43] F. Paas,et al. A motivational perspective on the relation between mental effort and performance: Optimizing learner involvement in instruction , 2005 .
[44] Jonathan Brinkerhoff,et al. Student Computer Skills and Attitudes toward Internet-Delivered Instruction: An Assessment of Stability Over Time and Place , 2005 .
[45] Eleanor M. Smith,et al. Relationships of goal orientation, metacognitive activity, and practice strategies with learning outcomes and transfer , 1998 .
[46] Janan Al-Awar Smither,et al. Older adults' acquisition of word processing : the contribution of cognitive abilities and computer anxiety , 1996 .
[47] G. Yukl,et al. Training and development in work organizations. , 1992 .
[48] A. Bandura,et al. Differential engagement of self-reactive influences in cognitive motivation , 1986, Organizational Behavior and Human Decision Processes.
[49] Slava Kalyuga,et al. Rapid dynamic assessment of expertise to improve the efficiency of adaptive e-learning , 2005 .
[50] David J. Ayersman,et al. Computer experience, learning style, and hypermedia navigation , 2000 .
[51] Pei-Chun Shih,et al. The effect of previous experience with information and communication technologies on performance in a Web-based learning program , 2006, Comput. Hum. Behav..
[52] A. Bandura,et al. Self-evaluative and self-efficacy mechanisms governing the motivational effects of goal systems. , 1983 .
[53] A. Bandura. Social Foundations of Thought and Action: A Social Cognitive Theory , 1985 .
[54] Marc Prensky,et al. Digital game-based learning , 2000, CIE.
[55] Dale H. Schunk,et al. Self-efficacy, motivation, and performance , 1995 .
[56] Lloyd P. Rieber,et al. Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games , 1996 .
[57] Patricia A. Alexander,et al. Interrelationship of Knowledge, Interest, and Recall: Assessing a Model of Domain Learning , 1995 .
[58] Colin Tattersall,et al. Re-purposing existing generic games and simulations for e-learning , 2007, Comput. Hum. Behav..
[59] Bruce W. Knerr,et al. Computer-Based Simulations for Maintenance Training: Current ARI (Army Research Institute) Research , 1979 .
[60] Daniel B. Horn,et al. Videogame-Based Training Success: The Impact of Trainee Characteristics - Year 2 , 2006 .
[61] Scott A Beal. Using Games for Training Dismounted Light Infantry Leaders: Emergent Questions and Lessons Learned , 2005 .
[62] Harold F. O'Neil,et al. A Technology to Support Leader Development: Computer Games. , 2004 .
[63] Diana Gagnon,et al. Videogames and spatial skills: An exploratory study , 1985 .
[64] Kara L. Orvis,et al. The Influence of Trainee Gaming Experience and Computer Self-Efficacy on Learner Outcomes of Videogame-Based Learning Environments , 2005 .
[65] J. Mathieu,et al. Influences of Individual and Situational Characteristics on Measures of Training Effectiveness , 1992 .