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Effects of Gamified E-learning: From an employee’s perspective

Karred Larsen, Maria LU and Esfandiari, Hamed LU (2022) INFM10 20221
Department of Informatics
Abstract
The purpose of this study is to examine the influence of gamification on employees in the workplace. Despite the fact that gamification is a relatively recent phenomenon, numerous studies have already been undertaken to develop the concept's theoretical foundation. In order to further expand the topic, the following study examines the workplace experiences of five end users of gamified systems through an empirical investigation. According to the findings of the study, gamification is a widely utilized method of conducting learning in the workplace that has received widespread support among employees. It offers numerous benefits, including time and location flexibility, ease and enjoyment of learning, and competitiveness. On the other side,... (More)
The purpose of this study is to examine the influence of gamification on employees in the workplace. Despite the fact that gamification is a relatively recent phenomenon, numerous studies have already been undertaken to develop the concept's theoretical foundation. In order to further expand the topic, the following study examines the workplace experiences of five end users of gamified systems through an empirical investigation. According to the findings of the study, gamification is a widely utilized method of conducting learning in the workplace that has received widespread support among employees. It offers numerous benefits, including time and location flexibility, ease and enjoyment of learning, and competitiveness. On the other side, the study reveals various flaws in the systems, most notably the lack of depth in the courses, which causes users stress, and the absence of rules. By presenting the following find-ings, the study aims to demonstrate to future designers and practitioners the areas in which gamified systems can be enhanced to facilitate their ongoing development. (Less)
Please use this url to cite or link to this publication:
author
Karred Larsen, Maria LU and Esfandiari, Hamed LU
supervisor
organization
course
INFM10 20221
year
type
H1 - Master's Degree (One Year)
subject
keywords
Gamification, E-Learning, Workplace, Employee, Causal-chain Framework
report number
INF22-01
language
English
id
9099361
date added to LUP
2022-09-07 09:26:36
date last changed
2022-09-07 09:26:36
@misc{9099361,
  abstract     = {{The purpose of this study is to examine the influence of gamification on employees in the workplace. Despite the fact that gamification is a relatively recent phenomenon, numerous studies have already been undertaken to develop the concept's theoretical foundation. In order to further expand the topic, the following study examines the workplace experiences of five end users of gamified systems through an empirical investigation. According to the findings of the study, gamification is a widely utilized method of conducting learning in the workplace that has received widespread support among employees. It offers numerous benefits, including time and location flexibility, ease and enjoyment of learning, and competitiveness. On the other side, the study reveals various flaws in the systems, most notably the lack of depth in the courses, which causes users stress, and the absence of rules. By presenting the following find-ings, the study aims to demonstrate to future designers and practitioners the areas in which gamified systems can be enhanced to facilitate their ongoing development.}},
  author       = {{Karred Larsen, Maria and Esfandiari, Hamed}},
  language     = {{eng}},
  note         = {{Student Paper}},
  title        = {{Effects of Gamified E-learning: From an employee’s perspective}},
  year         = {{2022}},
}