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

2017 ◽  
Vol 71 ◽  
pp. 499-507 ◽  
Author(s):  
Richard N. Landers ◽  
Michael B. Armstrong
2002 ◽  
Vol 38 (1) ◽  
pp. 29-39 ◽  
Author(s):  
Diane Irvine Doran ◽  
Souraya Sidani ◽  
Margaret Keatings ◽  
Doris Doidge

1983 ◽  
Vol 27 (11) ◽  
pp. 906-910 ◽  
Author(s):  
C. Mazie Knerr ◽  
Lawrence B. Nadler ◽  
Susan K. Dowell ◽  
Daniel R. Tufano

The costs of training devices and simulators have induced the military to formulate models for predicting the training effectiveness, including transfer effectiveness, of the devices during their design and development. Analysis of existing models compared them on the following dimensions: objectives, components, units of analysis, metrics, and development. Development included level of completion, validation, and automation. The models analyzed were those for predicting effectiveness or prescribing device characteristics rather than models for empirical evaluation of existing devices. Baseline models included the military Instructional Systems Development (ISD) model and the Navy's Training Effectiveness and Cost Effectiveness Prediction model. Other models were the Training Device Effectiveness model (TRAINVICE); Training Efficiency Estimation Model; training resource estimators; manpower, personnel, and training estimation models; multi-attribute utility estimation; and methods for specifying training device features. Most of the models were prescriptive, rather than predictive, of effectiveness. Few (including TRAINVICE) estimated transfer to the operational setting.


2017 ◽  
Vol 48 (4) ◽  
pp. 513-538 ◽  
Author(s):  
Michael B. Armstrong ◽  
Richard N. Landers

Background and Aim.Gamification is growing in popularity in education and workplace training, but it is unclear which game elements are conducive to learning. The theory of gamified learning suggests that one type of gamification, the addition of game fiction/narrative, can be used to improve learning outcomes, and the Technology-Enhanced Training Effectiveness Model (TETEM) suggests individual differences impact the strength of this effect. From this theoretical basis, this study gamified a training module with game fiction in order to improve outcomes over the original training. Results and Conclusion. In a study of 273 learners, trainees were significantly more satisfied with training enhanced with game fiction over the control text ( d = 0.65) but did not differ in declarative knowledge scores by condition. Further, trainees in the control condition scored higher on procedural knowledge than trainees in the game fiction condition, although the effect was smaller ( d = −0.40). Thus, the use of narrative improved reactions to training but at some cost to training effectiveness. Attitudes toward game-based learning were also tested as a moderator of the condition-outcome relationship.


1954 ◽  
Author(s):  
Willard ◽  
Charles A. Bancroft ◽  
John G. Reddan

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