Search
Program Calendar
Browse By Day
Browse By Time
Browse By Person
Browse By Unit
Browse By Session Type
Search Tips
Annual Meeting Housing and Travel
Personal Schedule
Sign In
X (Twitter)
This presentation will synthesize research on thousands of children using two immersive virtual environments (IVEs) for learning and assessment to make claims about the role of IVEs in impacting the relationship between self-efficacy and learning. This lens will help move the game-based learning field from a debate about motivation versus learning towards a conversation of motivation for 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.