游戏化对管理者自我效能感的影响

Agnieszka Hoffmann
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引用次数: 0

摘要

本文的主要目的是研究游戏化对管理者在与团队管理相关的既定目标上的工作中感知自我效能感现象的影响。采用Superbetter方法进行干预制备。采用广义自我效能量表(GSES)测量实验组干预前后的自我效能水平,对照组干预前后分别进行两次(前测和后测)。广义自我效能量表的作者如下:Ralf Schwarzer, Michael Jerusalem, Zygfryd Juczyński。研究结果证实,Superbetter干预的使用增加了研究小组中作为干预一部分的管理人员的自我效能感,从而增加了他们作为目标引入变革的机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Impact of Gamification on Self-Efficacy in Managers
The main purpose of the article is to study the impact of gamification on the phenomenon of perceived self-efficacy in managers in their work on the set goals related to the management of their team. The paper was prepared using an intervention based on the Superbetter method. The Generalized Self-Efficacy Scale (GSES) was used to measure the level of self-efficacy before and after the intervention in the study group and twice in the control group (as a pretest and a posttest). The authors of the scale of generalized self-efficacy are as follows: Ralf Schwarzer, Michael Jerusalem, Zygfryd Juczyński. As a result of the study, it was confirmed that the use of the Superbetter intervention increased the self-efficacy among managers subjected to it as part of the intervention in the research group, and thus increased their chances of introducing changes undertaken by them as a goal.
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