Computerized animations, simulations and games are useful tools for supporting acquisition of mental models. Various personal characteristics, such as prior knowledge and spatial abilities, can influence, in various ways, effectivity of learning from these materials.
In comparative studies with between-subject design that investigate learning effects of these materials, it is important to control for these variables because they should be taken as covariates in case the two (or more) research groups are not sampled equally (which happens even in the case of random assignment of participants to the research groups). In addition, it would be useful to have interventions that measure these variables with as few items as possible; to avoid unbearably long questionnaires.
In this initial exploratory study we investigate if mathematical self-efficacy, measured by a single question, and self-assessed ability of acquiring mental models (SAAMM), also measured by a single question, predicts learning outcomes; as concerns mental models acquisition. Re-analyzing data from our four recent studies on one of the well-known principles of multimedia learning, personalization principle (N = 75, 85, 76, 41; college students with diverse background), we show that mathematical self-efficacy and SAAMM are moderately correlated (r = .32 - .40) and indeed related to learning outcomes, measured by transfer tests (r = .22 - .57 and .28 - .48, respectively).
However, the reasons behind these relationships seem to be complex and diverse, and at least partly dependent on treatments' characteristics. For a complex simulation using graphs and resembling an educational computer game, this relationship can be, to a large extent, explained by mutual relationships between graphing skills, frequency of game-playing, mathematical self-efficacy, SAAMM, and learning outcomes.
For a short animation on an electrophysical topic, it can be explained by mutual links between prior electrophysical...