2020
DOI: 10.3991/ijet.v15i17.14207
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Gamification in Corporate Training to Enhance Engagement: An Approach

Abstract: Engagement in the companies' training programs is a crucial issue for their success. Every company faces the matter in different manners: some enterprises promote mandatory courses or programs; however, they may result not enough effective, due to a low level of motivation that can compromise learning and retention. Other enterprises prefer to adopt voluntary courses or programs, but in this case enrollment and completion depend on many factors: the time that workers can spend on training without compromising … Show more

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Cited by 22 publications
(17 citation statements)
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References 20 publications
(29 reference statements)
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“…In the 90s, Richard Bartle analysed the gaming environment in an online environment called MUD-Multiuser Dungeons. He concluded that the players' personalities could be represented in a Cartesian plane in which the vertical axis goes from interaction to action, and the horizontal axis goes from the players to the world (Iacono et al 2020). Thus, defined four types of players, which are (1) entrepreneur; (2) explorer; (3) socialiser; (4) and killer (Nacke et al 2014).…”
Section: Models Of Player Typesmentioning
confidence: 99%
See 1 more Smart Citation
“…In the 90s, Richard Bartle analysed the gaming environment in an online environment called MUD-Multiuser Dungeons. He concluded that the players' personalities could be represented in a Cartesian plane in which the vertical axis goes from interaction to action, and the horizontal axis goes from the players to the world (Iacono et al 2020). Thus, defined four types of players, which are (1) entrepreneur; (2) explorer; (3) socialiser; (4) and killer (Nacke et al 2014).…”
Section: Models Of Player Typesmentioning
confidence: 99%
“…Thus, defined four types of players, which are (1) entrepreneur; (2) explorer; (3) socialiser; (4) and killer (Nacke et al 2014). Entrepreneurs are motivated by accumulating points and how they play to earn points or other distinctions looking for recognition or prestige (Iacono et al 2020). Explorers like to explore the game, and they crave to know the mechanics of the game.…”
Section: Models Of Player Typesmentioning
confidence: 99%
“…In fact, through CALL and MALL tools and applications, the innovation of gamification or game-based platforms has been revolutionized in language classrooms because of their effectiveness and efficiency in the language learning and teaching [9][10][11]. Gamification is considered as an emerging approach in order to motivate learners' self-regulated learning and engagement [12][13] because sometimes students' interaction was not very high when they study online [14]. Specifically, the benefits of gamification have not been deniable since a number of game-based tools and applications were invented, i.e.…”
Section: Introductionmentioning
confidence: 99%
“…According to the literature, "Gamification can be defined as the process of using game elements in a non-game context" [13] . However, the question of how can game elements be added to an online training platform to enhance employee engagement is yet to be answered [14,15]. To the best of our knowledge, there is no single agreed-upon standard or best practice that provides strategies for gamifying online training platforms [16].…”
Section: Introductionmentioning
confidence: 99%
“…Thus, a framework for the gamification of online training platforms is lacking. In addition, there is a need to discover game elements that can have a positive impact on employee engagement during online training sessions [14,16].…”
Section: Introductionmentioning
confidence: 99%