A study on role of gamification elements in training outcomes: comparing the mediating effect of intrinsic and extrinsic motivation

Sattwik Mohanty, B. Christopher
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引用次数: 4

Abstract

Purpose This paper aims to examine how gamification components affect training outcomes through intrinsic or extrinsic motivation (IM and EM), drawing on the self-determination motivation theory. Design/methodology/approach In this study, survey method has been used to analyse the hypotheses and objective of the research. A total of 260 surveys were received through the web-based stage and 260 surveys were legitimate. The data in this study was investigated using SPSS version 20.0 and Smart-PLS version 3.0 software. Findings The findings represent how IM intervenes in gamification parts of training outcomes. Apart from the indirect effect, this study also shows the immediate effect of experience point and progress bar affecting IM and EM. This study shows that the immediate effect of IM has a positive impact on training outcomes, however there is an adverse consequence in the event of EM on training outcomes as well as there is no intervening or mediating impact. Originality/value In this study, the authors offer novel research that might aid businesses in identifying the most important aspects of gamification for the relevant personnel. There is a substantial correlation between gamification and employee engagement that was previously focused on. With particular emphasis on the progress bar and experience point, the authors have demonstrated a connection between IM and EM through the use of gamification elements, paving the way for businesses to place a greater emphasis on intrinsic drive-in gamification systems intended to enhance employee training.
游戏化要素在训练结果中的作用研究:比较内在动机和外在动机的中介作用
目的利用自我决定动机理论,研究游戏化要素如何通过内在或外在动机(IM和EM)影响培训结果。设计/方法/方法在本研究中,使用了调查方法来分析研究的假设和目标。通过网络阶段共收到260份调查,其中260份是合法的。本研究数据采用SPSS 20.0和Smart-PLS 3.0软件进行统计分析。研究结果表明IM如何干预培训结果的游戏化部分。除了间接影响外,本研究还显示了经验点和进度条对IM和EM的直接影响。本研究表明,IM的直接影响对培训结果有积极影响,而EM对培训结果有不利影响,并且没有干预或中介影响。在这项研究中,作者提供了新颖的研究,可能有助于企业为相关人员确定游戏化的最重要方面。游戏化和员工敬业度之间存在很大的相关性。作者特别强调了进度条和经验点,通过使用游戏化元素展示了IM和EM之间的联系,为企业更加强调旨在加强员工培训的内在驱动游戏化系统铺平了道路。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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