2023
DOI: 10.1108/shr-01-2023-0005
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Five key areas to consider before using gamification in learning and development

Rebecca Parkerson

Abstract: Purpose The purpose of this paper is to inform readers about the use of gamification and active learning as effective learning methods, particularly in hybrid, diverse and global organisations. Design/methodology/approach This study takes an advisory approach based upon experienced delivery of blended learning and gamification in an human resources (HR), training and development environment. Findings The introduction of gamification and blended learning is like any other method of development. It is only a… Show more

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“…Gamification provides a variety of development options so that development can be tailored to needs, both student needs and the characteristics of learning materials and content ( (Alzahrani & Alhalafawy, 2023); (Oliveira et al, 2023)). Gamification is able to accommodate content development according to needs and can be developed continuously so that development can be adapted to current developments, whether development is carried out as a whole or partial development ( (Wang, 2023); (Xiao & Hew, 2024); (Parkerson, 2023)).…”
Section: Introductionmentioning
confidence: 99%
“…Gamification provides a variety of development options so that development can be tailored to needs, both student needs and the characteristics of learning materials and content ( (Alzahrani & Alhalafawy, 2023); (Oliveira et al, 2023)). Gamification is able to accommodate content development according to needs and can be developed continuously so that development can be adapted to current developments, whether development is carried out as a whole or partial development ( (Wang, 2023); (Xiao & Hew, 2024); (Parkerson, 2023)).…”
Section: Introductionmentioning
confidence: 99%