Maximizing Training Effectiveness using PC-Based Games
James Belanich, US Army Research Institute for the Behavioral and Social Sciences, United States ; Kara Orvis, Daragh Sibley, George Mason University, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Phoenix, Arizona, USA ISBN 978-1-880094-50-1 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
PC-based games can facilitate training. The goal of this research was to understand what components of PC-based games are most effective for training. How information presented during first-person-perspective games and its impact on retention was assessed. The types of information presented during the game were categorized along two dimensions: 1) type of information (i.e., factual, procedural, and episodic) and 2) relevance to game-play. After playing the game the participants answered questions regarding game content. Results indicated that participants were most likely to recall procedural information followed by episodic and then factual information. Regarding relevance to game-play, participants were more likely to recall information that helped a player progress in the game than information that did not. The results of this research provide guidelines about how training developers may take advantage of first-person-perspective, PC-based games.
Belanich, J., Orvis, K. & Sibley, D. (2003). Maximizing Training Effectiveness using PC-Based Games. In A. Rossett (Ed.), Proceedings of E-Learn 2003--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1515-1518). Phoenix, Arizona, USA: Association for the Advancement of Computing in Education (AACE).
© 2003 Association for the Advancement of Computing in Education (AACE)