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Showing 1 to 2 of 2 for “"Technology-Enhanced Training Effectiveness Model"”.

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

    … 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 …

    odu Repository record for An Evaluation of Game Fiction-Enhanced Training: Using Narrative to Improve Trainee Reactions and Learning (opens in a new tab)

  2. The Impact of Gamification on Second-Language Learning

    <p>Background: The Technology-Enhanced Training Effectiveness Model (TETEM) has been used to assess the effectiveness of various technology driven solutions in improving students’ learning outcomes in multiple academic fields. However, limited research is available on the use of TETEM in the …

    claremont Repository record for The Impact of Gamification on Second-Language Learning (opens in a new tab)