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Improving employees' attitude to learning through gamification: what influence?
[Améliorer l'attitude des salariés face à l'apprentissage par la gamification : quelle influence ?]

Author

Listed:
  • Mourad Bofala

    (MATRiS - Mobilité, Aménagement, Transports, Risques et Société - Cerema - Centre d'Etudes et d'Expertise sur les Risques, l'Environnement, la Mobilité et l'Aménagement - CY - CY Cergy Paris Université, CY Cergy-Paris Université)

  • Julian Alvarez

    (GERIICO - Groupe d'Études et de Recherche Interdisciplinaire en Information et COmmunication - ULR 4073 - Université de Lille, CRIStAL - Centre de Recherche en Informatique, Signal et Automatique de Lille - UMR 9189 - Centrale Lille - Université de Lille - CNRS - Centre National de la Recherche Scientifique, Ludoscience - Ludoscience : Studying Video Games, Immersive factory [France], INSPE LHdF - Institut national supérieur du professorat et de l'éducation - Académie de Lille - Hauts-de-France - Université de Lille)

Abstract

•Research aim: To explore existing gamification practices in vocational training and assess their impact on motivation and learning outcomes. •Design/methodology/approach: This study adopts a research design using semi-structured interviews to gather data on gamification practices in vocational training. •Results: The findings indicate that gamification practices have the potential to have a significant impact on learning motivation and learning outcomes. •Research limitations and implications: Limitations include sample size and the specificity of the context studied. These must be taken into account for appropriate interpretation of the results. •Practical implications: Gamification can serve as an effective tool for enhancing employees' motivation to learn within organizations, thereby improving the effectiveness of professional training. •Originality/value: This research stands out for its exploration of the applications of gamification in professional training and its potential to enhance corporate learning.

Suggested Citation

  • Mourad Bofala & Julian Alvarez, 2024. "Improving employees' attitude to learning through gamification: what influence? [Améliorer l'attitude des salariés face à l'apprentissage par la gamification : quelle influence ?]," Post-Print hal-04768747, HAL.
  • Handle: RePEc:hal:journl:hal-04768747
    Note: View the original document on HAL open archive server: https://hal.science/hal-04768747v1
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    References listed on IDEAS

    as
    1. Mullins, Jeffrey K. & Sabherwal, Rajiv, 2020. "Gamification: A cognitive-emotional view," Journal of Business Research, Elsevier, vol. 106(C), pages 304-314.
    2. Eppmann, René & Bekk, Magdalena & Klein, Kristina, 2018. "Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]," Journal of Interactive Marketing, Elsevier, vol. 43(C), pages 98-115.
    3. Robson, Karen & Plangger, Kirk & Kietzmann, Jan H. & McCarthy, Ian & Pitt, Leyland, 2015. "Is it all a game? Understanding the principles of gamification," Business Horizons, Elsevier, vol. 58(4), pages 411-420.
    Full references (including those not matched with items on IDEAS)

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