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An Evaluation Of Game Fiction-Enhanced Training: Using Narrative To Improve Trainee Reactions And Learning, Michael Beaumont Armstrong Oct 2015

An Evaluation Of Game Fiction-Enhanced Training: Using Narrative To Improve Trainee Reactions And Learning, Michael Beaumont Armstrong

Psychology Theses & Dissertations

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 outcomes. From this theoretical basis, this study gamified a training session with game fiction in order to improve reactions to training and learning over the …


Questions As A Generative Strategy For Knowledge Transfer And Problem Solving, Brett Howard Cook-Snell Apr 2015

Questions As A Generative Strategy For Knowledge Transfer And Problem Solving, Brett Howard Cook-Snell

STEMPS Theses & Dissertations

Consistent with generative learning theory, Grabowski (1996) suggests the use of questions may serve as an effective generative strategy for learning. However, the learning effects of questions have produced conflicting results (Bulu & Pedersen, 2010; Chen & Bradshaw, 2007; Choi, Land, & Turgeon, 2005; Chou & Liang, 2009; Davis & Linn, 2000; Dornisch & Sperling, 2008; Ge & Land, 2003). Similarly, there are five basic challenges inherent in question research (Andre, 1979). These include lack of intentional and consistent question design, lack of detail making it difficult to replicate studies, lack of control groups against which to measure differences, aggregation …