Volltext-Downloads (blau) und Frontdoor-Views (grau)
The search result changed since you submitted your search request. Documents might be displayed in a different sort order.
  • search hit 1 of 11
Back to Result List

The use of gamification in workplace learning to encourage employee motivation and engagement

  • When we think about playing a game, be it a card game, board game, sport, or video game, we generally associate the act of playing with a positive experience like having fun, enjoying the interaction with others, or feeling a greater motivation to reach a certain goal. By contrast, workplace learning is often perceived as being dull. Employees are likely at some point in their career to find themselves stuck in a rigidly defined seminar for a long period of time or in front of their computer navigating through a mandatory e-learning course on a dry topic such as standards of business conduct of safety policies. In recent years, organizations have tried to leverage the motivating quality of games for more serious learning contexts. Gamification entails transferring those elements and principles from games to nongaming context that improve user experience and engagement. In this chapter, we will specifically focus on the context of workplace learning.

Export metadata

Additional Services

Search Google Scholar

Statistics

frontdoor_oas
Metadaten
Author of HS ReutlingenGrünewald, Hazel; Kneip, Petra; Kozica, Arjan
ISBN:978-1-119-22699-4
Erschienen in:The Wiley handbook of global workplace learning
Publisher:Wiley Blackwell
Place of publication:Hoboken, NJ
Editor:Vanessa Hammler Kenon
Document Type:Book chapter
Language:English
Publication year:2019
Page Number:19
First Page:557
Last Page:575
PPN:Im Katalog der Hochschule Reutlingen ansehen
DDC classes:650 Management
Open access?:Nein