The role of immersive virtual environments in raising science self-efficacy

Diane Jass Ketelhut, Brian Nelson

Research output: Chapter in Book/Report/Conference proceedingConference contribution

3 Scopus citations

Abstract

This presentation will synthesis research on thousands of children using two immersive virtual environments (IVEs) for learning and assessment to make claims about the role of IVEs in shedding light on and impacting the relationship between self-efficacy and learning. Our findings indicate that self-efficacy does impact student actions and achievement, and that participation in IVEs in turn positively impacts both perceived self-efficacy and actions associated with high levels of self-efficacy.

Original languageEnglish (US)
Title of host publicationProceedings of the 12th European Conference on Game-Based Learning, ECGBL 2018
EditorsMelanie Ciussi
PublisherDechema e.V.
Pages281-287
Number of pages7
Volume2018-October
ISBN (Electronic)9781911218999
StatePublished - Jan 1 2018
Event12th European Conference on Game Based Learning, ECGBL 2018 - Sophia Antipolis, France
Duration: Oct 4 2018Oct 5 2018

Other

Other12th European Conference on Game Based Learning, ECGBL 2018
CountryFrance
CitySophia Antipolis
Period10/4/1810/5/18

Keywords

  • Immersive
  • Science
  • Self-efficacy
  • Virtual environments

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Graphics and Computer-Aided Design
  • Computer Networks and Communications
  • Human-Computer Interaction
  • Software
  • Control and Systems Engineering
  • Education

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  • Cite this

    Ketelhut, D. J., & Nelson, B. (2018). The role of immersive virtual environments in raising science self-efficacy. In M. Ciussi (Ed.), Proceedings of the 12th European Conference on Game-Based Learning, ECGBL 2018 (Vol. 2018-October, pp. 281-287). Dechema e.V..