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首页> 外文期刊>International journal of gaming and computer-mediated simulations >Effects of High-Fidelity Virtual Training Simulators on Learners' Self-Efficacy
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Effects of High-Fidelity Virtual Training Simulators on Learners' Self-Efficacy

机译:高保真虚拟训练模拟器对学习者自我效能的影响

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摘要

Perceptions of one's ability to perform a task, or self-efficacy, is one aspect of the multifaceted nature of an individual's identity. It is generally accepted that having a high perceived self-efficacy about a certain task can lead to positive performance outcomes. Bandura (1977) has suggested that efficacy influences and expectations can come from four sources: personal performance accomplishments; vicarious experiences; verbal persuasion; and emotional arousal. Trainers and training agencies use a variety of simulations and simulators to provide learners with valuable and necessary training experiences. This mixed methods study explored the influence of one high-fidelity virtual training simulator on the learners 'self-efficacy. Participants in this study were recruits enrolled in a law enforcement academy. Data were collected through pre- and post-simulation-use surveys that combined general self-efficacy questions (Schwarzer & Jerusalem, 1995) and task-specific self-efficacy questions (Bandura, 1977,1997,2006; Bandura, Adams, Hardy, & Howells, 1980), observations of participants using the simulator, and post simulator interviews. The most prominent theme that emerged from the data was emotional arousal due to the realism of the virtual environment. Emotional arousal seemed to impact both their perceived self-efficacy and task performance; yet, despite the variety of emotional arousal they experienced, the participants perceived their training in the high-fidelity virtual training simulator as valuable.
机译:对个人执行任务的能力或自我效能感的认识是个人身份多方面性质的一方面。人们普遍认为,对某项任务具有较高的自我效能感可以带来积极的绩效结果。班杜拉(Bandura,1977)指出,效能的影响和期望可以来自四个方面:个人绩效成就;替代经验;言语说服;和情感唤醒。培训师和培训机构使用各种模拟和模拟器为学习者提供有价值的必要的培训经验。这项混合方法研究探索了一种高保真虚拟训练模拟器对学习者自我效能的影响。这项研究的参与者是参加执法学院的新兵。通过模拟使用前后的调查收集了数据,这些调查结合了一般的自我效能感问题(Schwarzer和Jerusalem,1995)和针对特定任务的自我效能感问题(Bandura,1977,1997,2006; Bandura,Adams,Hardy, (&Howells,1980),使用模拟器观察参与者,并在模拟器后进行采访。由于虚拟环境的真实性,从数据中出现的最突出的主题是情感唤醒。情绪唤醒似乎会影响他们的自我效能感和任务表现。然而,尽管他们经历了各种各样的情感唤醒,但参与者仍认为在高保真虚拟训练模拟器中进行的训练非常有价值。

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