Richard Van Eck

Richard Van Eck
University of North Dakota | UND · School of Medicine and Health Sciences

Doctor of Philosophy

About

50
Publications
68,692
Reads
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2,255
Citations
Additional affiliations
August 2004 - July 2015
University of North Dakota
Position
  • Professor (Full)
September 1995 - July 1999
University of South Alabama
Position
  • Graduate Teaching Assistant

Publications

Publications (50)
Article
Full-text available
Nearly a decade ago, I wrote an article for EDUCAUSE Review about digital game-based learning (DGBL) and the challenges it faced.1 I suggested that once proponents of DGBL were successful in convincing people that games could play a role in education, they would be unprepared to pro- vide practical guidance for implementing DGBL. Just as when the p...
Article
Full-text available
Air traffic control (ATC) operations are critical to the U.S. aviation infrastructure, making ATC training a critical area of study. Because ATC performance is heavily dependent on visual processing, it is important to understand how to screen for or promote relevant visual processing abilities. While conventional wisdom has maintained that such ab...
Article
Full-text available
The need for science, technology, engineering, and mathematics majors for our future workforce is growing, yet fewer students are choosing to major in science, technology, engineering, and mathematics areas, and many are underprepared, in part because elementary school preservice teachers are also underprepared. This National Science Foundation-sup...
Article
A controlled, prospective, 2‐year cohort observational study was conducted to test whether weekly geriatric questions delivered through Twitter Poll could improve geriatrics knowledge during an internal medicine clerkship for third‐year medical students. Pre‐ and post‐rotation test results used a modified University of California, Los Angeles geria...
Article
Full-text available
Empirical evidence suggests that respondents systematically overreport socially desirable behaviors and systematically underreport socially undesirable behaviors. This “social desirability response bias (SDRB)” presents significant challenges for research that relies on self-report measures to assess behaviors that adhere to or violate social norms...
Article
Full-text available
Background Science, technology, engineering, and math (STEM) jobs are expected to make up a significant portion of the U.S. workforce. Unfortunately, the trend in retaining students in STEM majors has been going down. If higher education institutions are going to retain more students in STEM majors, it will be important to understand who leaves STE...
Presentation
Full-text available
Medical education has long recognized the advantages of active learning; one obvious example being having students learn clinical skills in a hand-approach. As the evidence of the effectiveness of active learning mounts, active learning pedagogies are increasingly supplementing or even replacing the traditional, didactic, lecture-based teaching met...
Article
Perceived realism is a key concept in explaining the mental processing of media messages and the societal impact of media. Despite its importance, few studies have examined its conceptualization and dimensional structure from an empirical point of view, especially with regard to digital games. In this paper we present three studies aimed at 1) vali...
Chapter
Many suggest that digital games are a way to address problems with schools, yet research on their ability to promote problem solving, critical thinking, and twenty-first century skill sets appears to be mixed. In this chapter, I suggest that the problem lies not with digital games, but with our conceptualization of what it means to promote problem...
Conference Paper
Full-text available
The need for STEM majors for our future workforce is growing, yet fewer students are choosing to major in STEM areas, and many are underprepared, in part because elementary school preservice teachers (PSTs) are also underprepared. This NSF-supported project developed and tested the first of several planned modules of a video game based on the Next...
Conference Paper
Full-text available
The need for STEM majors for our future workforce is growing, yet fewer students are choosing to major in STEM areas, and many are under prepared, in part because elementary school preservice teachers (PSTs) are also under prepared. This NSF-supported project developed and tested the first of several planned modules of a video game based on the Nex...
Conference Paper
While the game industry regards realism as a key characteristic of AAA games, research suggests we may be wasting our money. Perceived realism is far more important, varying on dimensions of authenticity, freedom, presence, and social realism. With the high cost of game development, designers need to know what’s “real enough.” And with the advent o...
Article
While the game industry regards realism as a key characteristic of AAA games, research suggests we may be wasting our money. Perceived realism is far more important, varying on dimensions of authenticity, freedom, presence, and social realism. With the high cost of game development, designers need to know what’s “real enough.” And with the advent o...
Article
Full-text available
Adults working with adolescents rarely take the time to try to understand why many adolescents seem engaged in playing video games. It is only by initiating authentic dialogues with these adolescents that we can understand what games mean to them. This study adopted a phenomenological approach to examine what it is that adolescents find most motiva...
Article
Full-text available
This study looked at the effect of contextual advisement and competition on transfer of mathematics skills in a computer-based instructional simulation game and simulation in which game participants helped their "aunt and uncle" fix up a house. Competition referred to whether or not the participant was playing against a computer character, and cont...
Article
Full-text available
The last 15 years have witnessed an explosion of growth in the study of games and learning. One can study video games and learning in virtually any instructional design or learning sciences degree program offered today. The number of publications in this field has gone from a scattered handful to so many that a literature review could not hope to a...
Conference Paper
Full-text available
Synchronous learning (e.g., traditional classroom instruction) allows for meaningful discussion and synthesis of ideas and concepts gleaned through the reading of textbooks and other course material. Distance learning is often asynchronous in nature (i.e., students and instructors do not interact with each other at the same time and/or place), maki...
Article
In this three part series, four professors who teach graduate level courses on the design of instructional video games discuss their perspectives on preparing instructional designers to optimize game-based learning. Part I set the context for the series and one of four panelists discussed what he believes instructional designers should know about i...
Article
As noted in part I of this article (published in TechTrends 54(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and instruction...
Article
Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game...
Article
Full-text available
Problem solving is often discussed as one of the benefits of games and game-based learning (e.g., Gee, 2007a, Van Eck 2006a), yet little empirical research exists to support this assertion. It will be critical to establish and validate models of problem solving in games (Van Eck, 2007), but this will be difficult if not impossible without a better...
Book
An exciting and burgeoning new field, the study of serious games has grown from a collection of radical ideas to a recognized and unique tool to create an engaging learning environment. Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions brings cross-disciplinary awareness into the study of games and learni...
Article
Full-text available
Many people are interested in developing instructional games to engage today's 21st century learners, and many others see games as a means of teaching problem solving and critical thinking, especially in math and science. However, the process required for developing a game that is both engaging and instructionally effective remains elusive. We have...
Chapter
The idea of digital game-based learning (DGBL) is gaining acceptance among researchers, game designers, educators, parents, and students alike. Building new educational games that meet educational goals without sacrificing what makes games engaging remains largely unrealized, however. If we are to build the next generation of learning games, we mus...
Article
Full-text available
Note: This article was UPDATED and revised in 2015 in a new article entitled "DGBL: Still Restless After All These Years" which can be found in Research Gate and at Educause Review. What follows are BOTH abstracts: 2006 Abstract: After years of research and proselytizing, the proponents of digital game-based learning (DGBL) have been caught unaware...
Article
Full-text available
Many students enter mathematics courses with a poor attitude toward mathematics (Gal & Ginsburg, 1994), making attitude as important a consideration as achievement in mathematics (e.g., CTGV, 1992; Marsh, Cairns, Relich, Barnes, & Debus, 1984; Sedighian & Sedighian, 1996). Pedagogical agents are often touted for their ability to address affective v...
Article
Full-text available
The idea of digital game-based learning (DGBL) is gaining acceptance among researchers, game designers, educators, parents, and students alike. Building new educational games that meet educational goals without sacrificing what makes games engaging remains largely unrealized, however. If we are to build the next generation of learning games, we mus...
Chapter
Full-text available
The idea of digital game-based learning (DGBL) is gaining acceptance among researchers, game designers, educators, parents, and students alike. Building new educational games that meet educational goals without sacrificing what makes games engaging remains largely unrealized, however. If we are to build the next generation of learning games, we mus...
Article
Full-text available
Pedagogical agents are gaining acceptance as effective learning tools (Baylor & Ryu, 2003; Moreno, Mayer, Spires & Lester 2001; Moreno, 2004). The increase in the use of agents highlights the need for standardized measurements for evaluating user performance in these environments. While learning gains are a primary variable of interest in such envi...
Article
Fifty-eight graduate students in an education programme took a 40-minute computer-based instructional module on introductory statistics with a built-in solicited guidance mechanism. Students were randomly assigned to programs that used one of four types of advisement: on-screen digitised video of a human adviser, on-screen text-based adviser, pull-...
Article
Full-text available
This study was designed to determine the effect of contextualized advisement and competition on transfer of mathematics skills in a computer-based simulation game in which participants helped their “aunt and uncle” fix up a house. Contextualized advisement referred to whether the participant had access to video-based advisement delivered by the aun...
Conference Paper
Full-text available
Education graduate students completed a technology-based instructional module on introductory statistics with a solicited guidance mechanism. Randomly assigned subjects used on-screen digitized video of a human advisor, on-screen text-based advisor, pull-down digitized video of a human advisor, or pull-down text-based advisor. Results indicated the...
Article
Full-text available
A curriculum for prevention of risk-behaviors related to sexually transmitted diseases (STDs), pregnancy, and human immunodeficiency virus (HIV)/AIDS was developed for incarcerated youth, ages thirteen to nineteen. Spanning five general goal areas of self-esteem, communication and condom negotiation, knowledge, attitude, and behavior, the curriculu...
Article
Full-text available
Fifty-eight Education graduate students took a forty-minute computer-based instructional module on introductory statistics with a built-in solicited guidance mechanism. Subjects were randomly assigned to programs that used one of four types of advisement: on-screen digitized video of a human advisor, onscreen text-based advisor, pull-down digitized...
Article
Full-text available
This paper describes the process of developing an Electronic Performance Support System (EPSS) for AutoTutor 3D. The new architecture of AutoTutor 3D has four models: Domain model, Student model, Tutor model and Interface model. To date, the complexity of authoring the scripts used by AutoTutor has presented a significant challenge. Creation of a t...
Article
Full-text available
This study looked at the effect of contextual advisement and competition on transfer of mathematics skills in a computer-based instructional simulation game and simulation in which game participants helped their "aunt and uncle" fix up a house. Competition referred to whether or not the participant was playing against a computer character, and cont...
Article
Full-text available
Typescript. Thesis (M.A.)--University of North Dakota, 1992. Includes bibliographical references (leaves 167-171). Microfiche. s

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