2012
DOI: 10.1016/j.compedu.2011.12.019
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Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning

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Cited by 179 publications
(127 citation statements)
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References 22 publications
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“…Mobile game-based learning seem to have the potential to enhance formal education for 5 th and 6 th graders, which agrees with what Meluso et al [34] found in another study. The most positive findings relate to the learning outcomes, as almost all the interviewees expressed that they learned from the outdoor sessions.…”
Section: Discussionsupporting
confidence: 82%
“…Mobile game-based learning seem to have the potential to enhance formal education for 5 th and 6 th graders, which agrees with what Meluso et al [34] found in another study. The most positive findings relate to the learning outcomes, as almost all the interviewees expressed that they learned from the outdoor sessions.…”
Section: Discussionsupporting
confidence: 82%
“…An alternate explanation for the direct effect in Experiment 1 is that simply providing agency over the character enhanced feelings of self-efficacy for performing character-consistent behaviors, as is often seen in educational video game studies (e.g., Lu et al, 2013;Meluso et al, 2012). The present investigation did not directly assess feelings of efficacy over the various character behaviors featured in the narrative.…”
Section: Discussionmentioning
confidence: 71%
“…Studies of educational video games targeting skills ranging from reading to mathematics offer additional evidence that agency might, at least indirectly empower users to enact behaviors/skills performed by game characters (Lu, Lou, & Cheng-Han, 2013;Hobart, 2012;Meluso, Zheng, Spires, & Lester, 2012;Ritzhaupt, Higgins, & Allred, 2011;Trepte & Reinecke, 2011). These studies examine agency over a character as a physical manifestation of self-efficacy (Bandura, 1986;2002) within that narrative, in that the user-controlled character experience creates a vicarious prior experience for the user.…”
Section: Agency In Online Narratives and The User-character Connectionmentioning
confidence: 99%
“…For example, a soldier can practice military operation skills through simulation without being physically exposed to a real combat environment. It also has the advantage of offering an engaging, interactive and collaborative virtual experience, which can lead to better learning performance [14], [15].…”
mentioning
confidence: 99%
“…ECENT years have witnessed an increasing interest in developing simulation-based training systems for a wide spectrum of applications such as military operations [1], [2], [3], health care [4], [5], [6], [7], business management [8], [9], [10], [11], and education [12], [13], [14]. Simulation-based training is also referred to as human-in-the-loop simulation, where a trainee is situated in a synthetic environment and interacts with virtual entities for the purpose of knowledge and skill acquisition.…”
mentioning
confidence: 99%