Assessing Gaming, Computer and Scientific Inquiry Self-Efficacy in a Virtual Environment

Assessing Gaming, Computer and Scientific Inquiry Self-Efficacy in a Virtual Environment

DESCRIPTION

In this chapter, I discuss the development, piloting and revision of a new instrument for measuring pre/post the academic self-efficacy of students. The initial motivation for the creation of this new instrument came from an unsuccessful search for an instrument to measure self-efficacy in an NSF-funded project designed to investigate the motivational effects of a multi-user virtual environment (MUVE) on the science achievement of middle-school students. However, individual sections of the new instrument can contribute in general to the more-finely discriminated measurement of self-efficacy, particularly for middle grades students. The following section provides a background and context for the development of the new instrument. Next, the research design used in the data collection is described, outlining the key features of the sample, measures, procedures and data-analyses. Finally, findings and conclusions are presented.

Instruments

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