Effects of Gamified E-learning: From an employee’s perspective
(2022) INFM10 20221Department 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:
http://lup.lub.lu.se/student-papers/record/9099361
- author
- Karred Larsen, Maria LU and Esfandiari, Hamed LU
- supervisor
-
- Gemza Ademaj LU
- organization
- course
- INFM10 20221
- year
- 2022
- 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}}, }