作者
Richard N Landers, Michael B Armstrong
发表日期
2017/6/1
期刊
Computers in human behavior
卷号
71
页码范围
499-507
出版商
Pergamon
简介
Background
Gamification, the use of game elements in non-game contexts, has become a popular technique to improve instructional outcomes in both organizational and educational contexts. In the organizational context, the Technology-Enhanced Training Effectiveness Model [TETEM] provides a framework to understand how technologies, like gamification, can effect change in various instructional outcomes. Specifically, application of TETEM suggests that gamification may not effect change in instructional outcomes when learner attitudes towards game-based learning and experience with video games are low.
Method
In this study, we test this model in the gamification context by assigning potential learners to read scenarios describing gamified instruction or traditional, PowerPoint instruction in a random order and assessing their training valence.
Results
On average, participants anticipated greater value from …
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