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Research Reports

Video game self-efficacy and its effect on training performance

Posted on 21 Oct 2015 with 0 comments
Computer games Learning environment Training

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This study examined the effects of using serious games for training on task performance and declarative knowledge outcomes. The purpose was to determine if serious games are more effective training tools than traditional methods. Self-efficacy, expectations for training, and engagement were considered as moderators of the relationship between type of training and task performance as well as type of training and declarative knowledge.


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