1997
DOI: 10.2190/qq9m-4yg0-pxy2-hmmw
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Commitment to Learning: Effects of Computer Experience, Confidence and Attitudes

Abstract: Based on attitude-behavior theory which suggests that beliefs about an object lead to an attitude toward it, and that attitudes are an important precursor of behavior, this study proposes a causal model relating measures of computerexperience (degree of computer use at home and in school), computer-related attitudes (dispositions concerning the computer as an important, interesting, educational, and stereotypical tool), computer-related confidence (degree of confidence when using a computer), and commitment to… Show more

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Cited by 39 publications
(15 citation statements)
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“…Home computer ownership had a significant positive effect on computer attitudes, specifically less anxiety and more confidence. These findings are supported by other research (Levine & Donitsa-Schmidt, 1997;Shashaani, 1997).…”
Section: Discussionsupporting
confidence: 90%
“…Home computer ownership had a significant positive effect on computer attitudes, specifically less anxiety and more confidence. These findings are supported by other research (Levine & Donitsa-Schmidt, 1997;Shashaani, 1997).…”
Section: Discussionsupporting
confidence: 90%
“…Further, research on computer-based training has demonstrated that computer selfefficacy is positively related to prior computer experience (e.g., Cassidy & Eachus, 2002;Dyck & Smither, 1996;Houle, 1996;Levine & Donitsa-Schmidt, 1997). As such, an important question is whether trainees' computer self-efficacy uniquely explains variance in the learner outcomes of a given videogame-based training program beyond that accounted for by videogame experience.…”
Section: Computer Self-efficacymentioning
confidence: 99%
“…One may argue that "providing" trainees with greater self-efficacy is more difficult to achieve than influencing trainees' videogame experience levels. However, prior research demonstrates that there is a positive relationship between experience and selfefficacy (Dyck & Smither, 1996;Henderson et al, 1995;Levine & Donitsa-Schmidt, 1997). When instructors are providing additional experiences with a relevant type of videogame, it is also likely that trainees will feel more confident using such games.…”
Section: Implications and Conclusionmentioning
confidence: 99%
“…Aman, in his study of high school students in USA found that the most important effect on positive attitude to computers is previous or current experience, not necessarily structured (Aman 1992). Levine also reports that positive computer experiences are a predictor of positive attitudes, and positive attitudes are the best predictor of future behaviour for computer-related activities (Levine and Donitsa-Schmidt 1997). In another study of university business students, Al-Jabri found that the number of computer-using courses affects computer anxiety and liking (Al-Jabri and Al-Khaldi 1997).…”
Section: Introductionmentioning
confidence: 99%