@inproceedings{ee208f46fbb247c1a1b00339d2e6dc8a,
title = "The role of immersive virtual environments in raising science self-efficacy",
abstract = "This presentation will synthesis research on thousands of children using two immersive virtual environments (IVEs) for learning and assessment to make claims about the role of IVEs in shedding light on and impacting the relationship between self-efficacy and 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.",
keywords = "Immersive, Science, Self-efficacy, Virtual environments",
author = "Ketelhut, {Diane Jass} and Brian Nelson",
note = "Funding Information: We would like to thank the River City and SAVE Science teams for their work on the design, implementation and analyses of these projects. This material is based upon work supported by the National Science Foundation under Grant Nos. 9980464, 0296001, 0202543, 0310188, 0532446, and 0822308. Publisher Copyright: {\textcopyright} 2018, Dechema e.V. All rights reserved.; 12th European Conference on Game Based Learning, ECGBL 2018 ; Conference date: 04-10-2018 Through 05-10-2018",
year = "2018",
language = "English (US)",
series = "Proceedings of the European Conference on Games-based Learning",
publisher = "Dechema e.V.",
pages = "281--287",
editor = "Melanie Ciussi",
booktitle = "Proceedings of the 12th European Conference on Game-Based Learning, ECGBL 2018",
}