Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model
Тип публикации: Journal Article
Дата публикации: 2017-06-01
scimago Q1
wos Q1
white level БС1
SJR: 2.923
CiteScore: 20.7
Impact factor: 8.9
ISSN: 07475632, 18737692
Human-Computer Interaction
Arts and Humanities (miscellaneous)
General Psychology
Краткое описание
BackgroundGamification, 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. MethodIn 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. ResultsOn average, participants anticipated greater value from gamified instruction, but as predicted by TETEM, this effect was moderated by both video game experience and attitudes towards game-based learning. Among potential learners with high experience and attitudes, gamification produces better outcomes than PowerPoint, but among potential learners with low experience and attitudes, gamification produces worse outcomes than PowerPoint. ImplicationsWe provide empirical support for TETEM and conclude that for gamification to be successful, the attitudes and experience of participants must be assessed and ensured before gamification is implemented. TETEM suggests new training technology can harm outcomes if not received well.Attitudes and experience with games may influence this for gamification.262 participants read scenarios describing gamified vs. PowerPoint instruction.Valence for gamified instruction was better than for PowerPoint, on average.Participants with poor attitudes and less experience anticipated greater value from PowerPoint.
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Landers R. N., Armstrong M. B. Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model // Computers in Human Behavior. 2017. Vol. 71. pp. 499-507.
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Landers R. N., Armstrong M. B. Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model // Computers in Human Behavior. 2017. Vol. 71. pp. 499-507.
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TY - JOUR
DO - 10.1016/j.chb.2015.07.031
UR - https://doi.org/10.1016/j.chb.2015.07.031
TI - Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model
T2 - Computers in Human Behavior
AU - Landers, Richard N.
AU - Armstrong, Michael B
PY - 2017
DA - 2017/06/01
PB - Elsevier
SP - 499-507
VL - 71
SN - 0747-5632
SN - 1873-7692
ER -
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@article{2017_Landers,
author = {Richard N. Landers and Michael B Armstrong},
title = {Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model},
journal = {Computers in Human Behavior},
year = {2017},
volume = {71},
publisher = {Elsevier},
month = {jun},
url = {https://doi.org/10.1016/j.chb.2015.07.031},
pages = {499--507},
doi = {10.1016/j.chb.2015.07.031}
}
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