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Industrial and Organizational Psychology Commons™
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Full-Text Articles in Industrial and Organizational Psychology
Employee Behavioral Intention And Technology Use: Mediating Processes And Individual Difference Moderators, Robert Conrad Brusso
Employee Behavioral Intention And Technology Use: Mediating Processes And Individual Difference Moderators, Robert Conrad Brusso
Psychology Theses & Dissertations
Considering the substantial amount of time and organizational resources that are involved in the development and implementation of end-user technology (e.g., communication software platforms, social networking sites) within organizations, it is imperative to understand the factors that best predict use of end-user software. Although technology acceptance models, grounded in broader theories of behavior, do exist, these models fall-short in determining the most proximal antecedents of actual behavior. Currently, the majority of the research in the information technology arena posits behavioral intention as the most proximal antecedent of technology use. Behavioral intention does explain variance in use, but this relationship has …
An Evaluation Of Game Fiction-Enhanced Training: Using Narrative To Improve Trainee Reactions And Learning, Michael Beaumont Armstrong
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 …