2016
DOI: 10.1007/978-3-319-41713-4_37
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Fostering Development of Work Competencies and Motivation via Gamification

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Cited by 67 publications
(76 citation statements)
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References 54 publications
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“…First, the results suggest that, in general, gamification has the potential to serve as an effective instructional approach for interventions focusing on cognitive, motivational, and behavioral learning outcomes. Second, when considering interventions focusing on behavioral learning outcomes, including game fiction is promising; for example, introducing a fictional game world, which is relevant throughout the gamified intervention, combined with an avatar system, which allows for developing an avatar over time, can help to foster learners' skills (e.g., Sailer et al 2017b). Further, creating a gamification environment that allows learners to engage in both competitive and collaborative interaction can be beneficial: Letting learners work together in teams, while competing with other teams, can help to improve learners' quality of performance and skills (e.g., Sailer et al 2017b).…”
Section: Resultsmentioning
confidence: 99%
“…First, the results suggest that, in general, gamification has the potential to serve as an effective instructional approach for interventions focusing on cognitive, motivational, and behavioral learning outcomes. Second, when considering interventions focusing on behavioral learning outcomes, including game fiction is promising; for example, introducing a fictional game world, which is relevant throughout the gamified intervention, combined with an avatar system, which allows for developing an avatar over time, can help to foster learners' skills (e.g., Sailer et al 2017b). Further, creating a gamification environment that allows learners to engage in both competitive and collaborative interaction can be beneficial: Letting learners work together in teams, while competing with other teams, can help to improve learners' quality of performance and skills (e.g., Sailer et al 2017b).…”
Section: Resultsmentioning
confidence: 99%
“…Moreover, gamification could represent a more efficient teaching and learning strategy than other tools, such as lectures, so that the competences acquired during the training process are transferred more successfully to the work context [5]. In fact, simulation games build more confidence for on-the-job application of learned knowledge than classroom instruction does [6] [7]. Even, there is not one universal definition for simulation, most of them emphasize that constitutes an imitation of a system involving the construction of an artificial history, with the real system features [8].…”
Section: Introductionmentioning
confidence: 99%
“…Due to its potential in terms of learning and training a wide array of knowledges, core competences, attitudes, and skills though an enjoying and motivating way, it has been affirmed that gamification represents a powerful tool to transform Higher Education as well [2]. It is interesting to note that when gamification adopts the form of a simulation game convey course material actively rather than passively levels of declarative and procedural knowledge as well retention for trainees taught are higher, building more confidence for on-the-job application of learned knowledge than classroom instruction does [4] [5].…”
Section: Introductionmentioning
confidence: 99%