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Improving Visuospatial Self-Efficacy of Middle School Students Through a Virtual-Reality/Desktop Game-Based Intervention

Fri, April 9, 9:30 to 10:30am EDT (9:30 to 10:30am EDT), Division C, Division C - Section 3b: Technology-Based Environments Poster Sessions

Abstract

Visuospatial (VS) skills are one of the cornerstones of STEM enrollment, retention, and achievement. Even though they are malleable, few comprehensive training programs exist, especially for younger populations. The current study proposes a new direction of VS training focusing on the development of visuospatial self-efficacy (VSSE) and describes the implementation and results of a digital game-based VSSE intervention. A total of 169 students in 3 Mid-Western middle schools participated in the study. The results revealed that the intervention significantly increased students’ VS self-efficacy but not their VS performance or grades in STEM courses.

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