游戏化电子学习对员工敬业度的影响

Q2 Social Sciences
I. Hamza, Sarolta Tóvölgyi
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引用次数: 1

摘要

游戏化是一个尚未对其积极成果或挑战进行彻底分析的概念。尽管游戏化在教育领域的影响已经从多个角度进行了研究,但游戏化的组织学习特征和游戏化的总体贡献还没有得到充分的研究。在实施游戏化电子学习平台后,我们在黎巴嫩一家银行进行了一项案例研究,以衡量游戏化电子教学的效果。结果表明,游戏化电子学习的采用与员工的敬业度呈正相关。游戏化也证明了其通过创造竞争环境和让员工参与知识导向平台来影响员工行为的重要性。实施后,约65%的员工宣布提高工作参与度。此外,约67%的员工承认工作满意度较高。这篇研究论文还指出了可以影响学习者——在这种情况下,是银行员工——对游戏化电子学习平台的感知的变量。调查在电子学习中实施游戏化过程的积极成果,可以为开发更复杂的游戏化电子学习平台铺平道路。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Effect of Gamified E-learning on Employees' Engagement
Gamification is a concept that has not been analysed thoroughly for its positive outcomes or challenges. Although the effects of gamification in the field of education have been studied from numerous angles, gamified organisational learning features and the overall contribution of gamification have not been researched sufficiently. Following the implementation of a gamified E-learning platform, we conducted a case study in a Lebanese bank to measure the effects of gamified E-learning. The results showed that the adoption of gamified E-learning and employees' engagement levels were positively associated. Gamification also proved its importance in influencing employees' behaviour by creating a competitive environment and engaging employees on a knowledge-oriented platform. After the implementation, about 65% of employees declared higher levels of work engagement. Moreover, approximately 67% of employees acknowledged a higher degree of job satisfaction. This research paper also indicates the variables that can affect learners' – in this case, the bank employees' – perception of the gamified E-learning platform. Investigating the positive outcomes of implementing gamified processes in E-learning can pave the way for developing more complex gamified e-learning platforms.
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来源期刊
Periodica Polytechnica, Social and Management Sciences
Periodica Polytechnica, Social and Management Sciences Social Sciences-Social Sciences (all)
CiteScore
1.50
自引率
0.00%
发文量
26
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