Gamification in Corporate Training Context with the "EU ZEIN" project (original) (raw)
Related papers
Gamification is not a new concept and has been growing in popularity over time. Many schools around the world face major problems around student motivation and engagement. The incorporation of Gamification, or of game elements into non-game contexts, provides an opportunity for Schools, Universities and the teaching staff to solve these difficult problems. Therefore it is important to understand what gamification is, how it works, and why they should use it to achieve higher engagement, while teaching in an eLearning environment. The aim of this research is to help teachers/faculty staff and online tutors to understand how they can apply game techniques and elements in their online course to raise their student's/participants engagement, especially while using e-learning methodologies like designing their Online /Blended learning courses or using it as a motivational aspect to engage student when applying it in a Flipping Classroom concept.
Gamification in Corporate Training to Enhance Engagement: An Approach
International Journal of Emerging Technologies, Vol 15, No 17, 2020
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 their main tasks; the directives of managers; the individual motivation. Another way to face corporate training may exploit gamification to enhance engagement. The authors present the design and implementation of a gamified course of office automation, developed for the employees of a large media company. Our approach attempts to go beyond the well-known triad point-badges-leaderboards, employing also a narrative, the Bartle's taxonomy of player types and the Self-determination theory by Deci and Ryan.
Gamification in Education industry
The Journal of Contemporary Issues in Business and Government, 2021
Gamification is the emerging trend these days in various sectors like service training, business, health, organisational management, politics, retail and education. Gamification is widely used in education these days so it is necessary to study the different aspects of it. In this study we are using secondary data to analyse the importance and process of gamification. Further in this study we will analyse the tools for gamification. The purpose of the study is to study the process of gamification, the software tools used in gamification. In the end it leads to the conclusion that Gamification is an efficient instrument to bring out constructive changes in attitude of students towards learning, improving their eagerness to learn. The outcomes of this are dual, one, they improve results and grasping power of the content and generate conducive environment for learning
Abstract: The goal of this study was to explore the effects of gamification on a short course that aimed to develop soft skills among students of a vocational school in Sabah. English language was used as the medium of instruction during the task and four target grammatical forms were integrated into the gamified context: sequence connectors, conditionals, modal verbs and sentence construction. There gamified context consisted of four levels where the students were expected to solve the challenge before moving to the next level. There were several game elements that were incorporated into the task. The students were interviewed in order to elicit their perception related to the gamified activities. The findings showed that the students became more aware of the linguistic features that they were expected to use and the cognitive skills needed to solve the challenges. They became more motivated to learn and they were able to develop their soft skills better.
A methodology for gamifying of the educational process
2018 IEEE Global Engineering Education Conference (EDUCON)
In this research study, the authors designed, proposed, tested, and partially researched a methodology for the gamification of academic disciplines through the example of the Elite Engineering Education (EEE) program in Tomsk Polytechnic University (TPU). Gamification implies augmenting the process of training in academic disciplines by introducing game elements that motivate students to gain new knowledge, develop their competencies, and, in the end, improve a university graduate's knowledge and skill levels.
This concept paper is intended on studying the effectiveness of using gamification in a 21st century classroom, which is the current teaching and learning environment. It will present two stages of a developmental research approach, namely the Needs Analysis and Implementation of the approaches. The respondents for this study are from engineering undergraduates who will be contributing in terms of learning styles and selections of gamified activities in the classroom. The activities set and used in the teaching and learning processes will be structured according to ADDIE Instructional Design Model besides two learning theories, which are Cognitivism and Constructivism that will support the decision in determining the suitable activities for classroom usage. The embedded method of using technology in influencing active engagement among students and also the educators will show that there is a strong need for them to be technological competence and therefore, being one of the technologies driven individual in a 21st century classroom for continuous professional development is a must.
Blasting Fun with Gamification in Corporate Training
Gamification is the use of game mechanics in non-game situations. It is a solution to which businesses are turning more and more, since, among other things, it also responds to the individual's need for fun. What are the prevailing trends and to what extent can it be exploited in the period we are going through? This paper tries to contribute to a better understanding of gamification with main aim to help employees in their work, and businesses to achieve goals and be more competitive.
Results and Elasticity of Gamification in Training and Development Processes
Gestão & Regionalidade, 2021
Gamification is the use of games elements in different contexts out of the games. It is a tool with potential application in several areas in management, like marketing and human resources, including training and development. Departing from this reference, this study has objective to identify the perception of efficiency and the measurable results in the gamification processes in training and development in a sample of the Brazilian market. This research is divided into two samples. The quantitative sample investigated the perception of efficiency of the professionals who already participated in the gamified training, the information was collected through an online form with Likert scale responses and treated with Minitab statistical software. The other sample was qualitative and sought to identify the perception of the professionals who developed the gamified training, and the results were submitted to the content analysis technique. The compiled results confirmed the presence of engagement and its influence on motivation as one of the advantage points for the application of gamification in training. It was also possible to find in these results the relevance of the design for the game / training interaction to work effectively. Among the trends of higher incidence found in this research are the possibility of associating gamification with virtual reality and augmented reality to enhance the experience lived by the player during training. As a secondary's incidents, but also relevant and congruent with market trends, are the incidents of concision with relevance, interaction, applicability and the digital trail, items present in the concept of learning in micro-moments.
The main objective of this article is to review contemporary perspectives on the gamification of business and to discover the implication that it has on learning and development. The author also analyse the precognitions that allowed gamification to attract mainstream attention, the diversity of understanding about the phenomenon and the possible relations between usage of gamified content and enhanced human resource productivity. The paper primarily concentrates on the hypothetical aspects of the application of gamification in various sectors of economy, as well as on the best practices of application of gaming methods in the area of learning and development. The study shares case study of Deloitte where gamification in learning and development has been successfully implemented. It is also suggested that by including gamification in multiple aspects of human resource management, the level of employee engagement can be enhanced.
Introducing Gamification in Professional Training
Artificial Intelligence, Computer and Software Engineering Advances, 2021
The incorporation of game elements in non-game contexts is a subject of interest in various sectors, such as business, marketing, engineering, medicine, and military. Gamification and serious games have been involved in the rapid adaptation of professional training. The main goal of game thinking is to motivate and engage learners by using game-like techniques. This paper introduces gamification as an innovative approach for police officers to develop the required competencies for upholding the ethics, principles, and values that the Ecuadorian institution and society demand of them. The aim of gamification is to improve the quality and efficiency of the transfer from theory to real-life practice in police training. The paper focuses on the use of technology in a gamified virtual learning environment that simulates scenarios based upon common incidents reported to Ecuadorian police. The evaluation was conducted with 50 police officers. Our initial evaluation demonstrates that gamifi...