Abstract
This study found that the use of a 3D virtual world improved students’ self-efficacy beliefs in relation to a number of activities undertaken as part of collaborative team-based projects. This paper describes a quantitative study of 80 university students enrolled in the Computer Games Design module at the University of the West of Scotland. The results indicate some significant improvements between students’ pre-test and post-test self-efficacy ratings, with a medium effect size. The study forms the first tranche of a larger project which is currently being substantially extended to incorporate students from other institutions, education sectors and cognate areas.
Original language | English |
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Publication status | Published - 2013 |
Event | iED Europe 2013 - 3rd European Immersive Education Summit - King's College London, London, United Kingdom Duration: 28 Nov 2013 → 29 Nov 2013 |
Conference
Conference | iED Europe 2013 - 3rd European Immersive Education Summit |
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Country/Territory | United Kingdom |
City | London |
Period | 28/11/13 → 29/11/13 |