劳动力
持续性
知识管理
公共部门
业务
资源(消歧)
培训(气象学)
营销
公共关系
心理学
政治学
计算机科学
经济
经济增长
气象学
生态学
计算机网络
物理
法学
生物
作者
Sridevi Nair,Jain Mathew,T. Ravikumar
标识
DOI:10.1177/23220937221082772
摘要
The concept of sustainability brought into focus the need for research into how to measure and achieve sustainable growth. The triple bottom line framework and the resource-based view of the firm suggest the need for organisations to look beyond profits and take into consideration the needs and effectiveness of its workforce. Research suggests that an effective workforce can be achieved through constant learning and development. Organisations have also expressed the need for training techniques that are more effective than the traditional methods. Gamification has been proposed as one such technique, and in the current study, the researchers evaluate the effectiveness of gamification in organisational training. For the purpose of the current study, 120 participants were chosen from public sector organisations in India. This is primarily because the technology-enhanced training effectiveness model (TETEM) suggests that the effectiveness of gamification would depend on the culture of the organisation, and prior research has been based in privately owned firms. The findings are in line with the theory of gamified learning and suggest that participants of the gamified module reported higher levels of learning, reaction and learner motivation. Additionally, learner motivation was found to strengthen the impact of gamification on the learning and reaction.
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