Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model

作者:

Highlights:

• 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.

摘要

•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.

论文关键词:Gamification,Reactions,Training,Learning,TETEM,Experiment

论文评审过程:Received 13 June 2014, Revised 14 April 2015, Accepted 15 July 2015, Available online 4 September 2015, Version of Record 22 March 2017.

论文官网地址:https://doi.org/10.1016/j.chb.2015.07.031