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An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning

Author

Listed:
  • Michael B. Armstrong
  • Richard N. Landers

Abstract

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.

Suggested Citation

  • Michael B. Armstrong & Richard N. Landers, 2017. "An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning," Simulation & Gaming, , vol. 48(4), pages 513-538, August.
  • Handle: RePEc:sae:simgam:v:48:y:2017:i:4:p:513-538
    DOI: 10.1177/1046878117703749
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    References listed on IDEAS

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    1. Rosemary Garris & Robert Ahlers & James E. Driskell, 2002. "Games, Motivation, and Learning: A Research and Practice Model," Simulation & Gaming, , vol. 33(4), pages 441-467, December.
    2. Viswanath Venkatesh & Fred D. Davis, 2000. "A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies," Management Science, INFORMS, vol. 46(2), pages 186-204, February.
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    Cited by:

    1. Liu, Song & Zhou, Hao, 2025. "Does gamified training improve training performance? A dual-pathway moderated mediation model," Journal of Business Research, Elsevier, vol. 188(C).
    2. Stefania Farace & Elisa Montaguti & Sara Valentini & Alessandra Zammit, 2025. "How does gamification affect customer behavior and revenue?," Italian Journal of Marketing, Springer, vol. 2025(4), pages 331-354, December.
    3. Maram Almufareh, 2021. "The Impact of Gamification and Individual Differences on Second Language Learning Among First-Year Female University Students in Saudi Arabia," Simulation & Gaming, , vol. 52(6), pages 715-734, December.
    4. Timothy C. Clapper, 2017. "Using Simulation and Gaming to Address Theory, Practice and Research in the Pursuit of Knowledge," Simulation & Gaming, , vol. 48(4), pages 431-434, August.

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