Identification of the solutions for implementing and improving staff training using the gamification approach
Subject Areas :Seyed Mohammad Mahmoudi 1 , Farideh Shayani 2 , Asef Karimi 3
1 - University of Tehran
2 - University of Tehran
3 - University of Tehran
Keywords: Gamification Organizational Gamification teaching staff,
Abstract :
Today, special attention is paid to training methods in organizations, that way the most lack of access to training objectives are due to weaknesses in the training methods. One of the newest methods is using the related concepts the game to design the training courses. The games can be used and extended as patterns in learning. This survey has been done to find the gamification implementing approaches in teaching staff, by using the qualitative method and semi-structured interviews with experts in training and gamification precinct whom selected with snowball method. Data analysis has been done in two sects: in the first one, the data obtained from the interviews were analyzed by using Theme Analysis method, and in the second one, the entropy Shannon method has been used for prioritize the approaches. As a result, we found the approaches which were divided to six kinds such as: cognitive, emotional, social, preparing, educational, and organization, and approaches were also prioritized. It can be concluded from these findings which the approaches presentation to organizations educational courses holding solutions can improve the employees motivations and spirits and also can increases their participation and performance, so it can enhance the organization effectiveness.
1. Sabbaghian Z, Araste Z. An investigation of the effectiveness of employee training on the human resource empowerment. Biennial Journal of Management and Planning in Educational Systems. 2012; Vol. 5 (8): 78-94.
2. Kazemian M, Yaghoubi N, Keyhanian, A. Managers window. Management development. 2011; 14(92): 52-60.
3. Schneider K. Transfer of learning in organizations. Springer International Publishing; 2014.
4. Zayyani M, Tajfar A. The Impact of Gamification on Behavioral Consequences of Educational Learners. National Conference on ICT Advances and Opportunities.1396.
5. Lucassen G, Jansen S. Gamification in Consumer Marketing-Future or Fallacy? Procedia-Social and Behavioral Sciences. 2014 Aug 25; 148:194-202.
6. Werbach K, Hunter D. For the win: How game thinking can revolutionize your business. Wharton Digital Press; 2012 Oct 30.
7. Bradley E, Wiggins BE. An overview and study on the use of games, simulations, and gamification in higher education. International Journal of Game-Based Learning (IJGBL). 2016 Jan 1; 6(1):18-29.
8. Pandey A. Effective Gamification Strategies for Corporate Training.2018.
9. Mohammadhashemi Z, Papinezhad M.Strategies for Improving Innovation Capacity through Empowerment of Employees Working in Enterprises. Iran Technical and Vocational Training Organization. 2014; 3(9): 7-26.
10. Yang x. The importance of staff training in the hotel industry.vaasan University of Applied Science. 2010; 1-57.
11. Astaraki M. The relationship between in-service training and staff performance. Educational Management Innovations.1394; 10(4):19-29.
12. Vaezi K, Razeghi A. Investigating and Prioritizing the Components Affecting the Development of Innovation and Entrepreneurship Skills in In-Service Training Systems. Quarterly Journal of Training & Development of Human Resources Vol.5, No 18. 2018: 159-178.
13. Harman K, Koohang A, Paliszkiewicz J. Scholarly interest in gamification: a citation network analysis. Industrial Management & Data Systems. 2014 Oct 7; 114(9):1438-52.
14. Cardador MT, Northcraft GB, Whicker J. A theory of work gamification: Something old, something new, something borrowed, something cool? Human Resource Management Review. 2017 Jun 1; 27(2):353-65.
15.Paiva R, Bittencourt II, Tenório T, Jaques P, Isotani S. What do students do on-line? Modeling students' interactions to improve their learning experience. Computers in Human Behavior. 2016 Nov 1; 64: 769-81.
16. Landers RN, Callan RC. Training evaluation in virtual worlds: Development of a model. Journal for Virtual Worlds Research. 2012 Dec 2; 5(3).
17. Chou YK. Actionable gamification: Beyond points, badges, and leaderboards. Leanpub. Victoria. 2015.
18. Landers RN. Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation & gaming. 2014 Dec; 45(6):752-68.
19. Kapp K.M. The gamifiction of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons; 2012.
20. Farber M. Gamify your classroom: A field guide to game-based learning. Peter Lang; 2015.
21. Hamari J, Koivisto J, Sarsa H. Does Gamification Work? A Literature Review of Empirical Studies on Gamification. InHICSS 2014 Jan 6 (Vol. 14, No. 2014, pp. 3025-3034).
22. Suh A, Wagner C. How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach. Journal of Knowledge Management. 2017; 21(2): 416-431.
23. Braun V, Clarke V. Using thematic analysis in psychology. Qualitative research in psychology. 2006 Jan 1; 3(2):77-101.