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»Flexible Arbeitspraktiken: Eine Analyse aus pragmatischer Perspektive«. Traditional human resource management (HRM) research can hardly relate to today's developments in the world of work. Organizational boundaries are blurred because of the complexity due to globalization, digitalization, and demographic changes. In practice, new ways of organizing work can be found that depend on the specifics of the work situation. In this paper, we build on the economics of convention (EC) to elaborate on the current challenges HRM scholarship is confronted with and provide a theoretical lens that goes beyond the tension between market and bureaucracy principles in actual employment settings. We apply EC’s situationalist methodology to examples of the challenging coordination of flexibility in the workplace. We explain two hybrid forms of coordination – compromises and local arrangements – and highlight the dynamics of employment practices in organizations related to these forms. Thereby, we show that different modes of coordination in employment are applied in a fluctuating manner that depends on the specific situations. In doing so, we further seek to remind HRM scholars of the fruitfulness of the pragmatist perspective in analyzing work practices, as well as extending its conceptual toolkit for future analysis.
The use of gamification in workplace learning to encourage employee motivation and engagement
(2019)
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.