TY - GEN
T1 - Investigating the impact of self-efficacy in learning disaster strategies in an on-line serious game
AU - Blasko-Drabik, Holly
AU - Blasko, Dawn G.
AU - Lum, Heather C.
AU - Erdem, Bilge
AU - Ohashi, Miri
PY - 2013
Y1 - 2013
N2 - As playing serious games becomes a more viable method of teaching it is important to examine the factors that may impact successful learning. In the current study we examined whether college students could learn disaster prevention strategies from an on-line game. We measured perceptions of learning self-efficacy, enjoyment and game usability. Participants were asked to play an online serious game designed to help them learn what to do to prepare for a natural disaster (tsunami). Knowledge of disaster strategies were measured before and after two brief game periods. The results showed that players significantly improved in their knowledge and performance. The best predictor of post-test scores was the players' perceived self-efficacy at the end of the game. Players who felt that they could master the game, tended to have the highest performance scores. Enjoyment of the game also predicted performance suggesting that those who felt more positively also felt that they could master the game. In this relatively simple game space perceptions of usability were not as strong a predictor of performance.
AB - As playing serious games becomes a more viable method of teaching it is important to examine the factors that may impact successful learning. In the current study we examined whether college students could learn disaster prevention strategies from an on-line game. We measured perceptions of learning self-efficacy, enjoyment and game usability. Participants were asked to play an online serious game designed to help them learn what to do to prepare for a natural disaster (tsunami). Knowledge of disaster strategies were measured before and after two brief game periods. The results showed that players significantly improved in their knowledge and performance. The best predictor of post-test scores was the players' perceived self-efficacy at the end of the game. Players who felt that they could master the game, tended to have the highest performance scores. Enjoyment of the game also predicted performance suggesting that those who felt more positively also felt that they could master the game. In this relatively simple game space perceptions of usability were not as strong a predictor of performance.
UR - http://www.scopus.com/inward/record.url?scp=84889783966&partnerID=8YFLogxK
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U2 - 10.1177/1541931213571325
DO - 10.1177/1541931213571325
M3 - Conference contribution
AN - SCOPUS:84889783966
SN - 9780945289432
T3 - Proceedings of the Human Factors and Ergonomics Society
SP - 1455
EP - 1459
BT - Proceedings of the Human Factors and Ergonomics Society Annual Meeting, HFES 2013
T2 - 57th Human Factors and Ergonomics Society Annual Meeting - 2013, HFES 2013
Y2 - 30 September 2013 through 4 October 2013
ER -