An Evaluation of Game Fiction-Enhanced Training: Using Narrative to Improve Trainee Reactions and Learning

Michael Beaumont Armstrong
Gamification is growing in popularity in instructional contexts like education and workplace training, but it is unclear which game elements are specifically conducive to improve learning outcomes. Narratives, which represent one way the game element “game fiction” is commonly implemented, have been used to improve learning outcomes over expository texts in the context of psycholinguistics, whereas the Technology-Enhanced Training Effectiveness Model (TETEM) proposes that certain individual differences impact the relationships between technology-enhanced training and learning...
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