Improving employees' attitude to learning through gamification: what influence?
Améliorer l'attitude des salariés face à l'apprentissage par la gamification: quelle influence ?
Mourad Bofala and
Julian Alvarez ()
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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
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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.
Keywords: Gamification; Motivation; Gamified practices; Learning attitude; Learning attitude Gamification; Pratiques gamifiées; Attitude d'apprentissage; Attitude d'apprentissage Gamification (search for similar items in EconPapers)
Date: 2024-10-23
New Economics Papers: this item is included in nep-spo
Note: View the original document on HAL open archive server: https://hal.science/hal-04768747v1
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Published in 35ème congrès de l'AGRH, AGRH, Oct 2024, Barcelona (SPAIN), Spain
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Persistent link: https://EconPapers.repec.org/RePEc:hal:journl:hal-04768747
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