Leveraging learning with gamification: An experimental case study with bank managers

Gamification has attracted the attention of academics and practitioners as a promising tool for promoting behavioral change. This paper is an experimental case study investigating the effects of gamification on the learning outcomes when used as an instructional procedure for training managers in a...

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Autores principales: Felipe Cechella, Gardênia Abbad, Ralf Wagner
Formato: article
Lenguaje:EN
Publicado: Elsevier 2021
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Acceso en línea:https://doaj.org/article/105bc6084eb7483aab70fb951d20d63e
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spelling oai:doaj.org-article:105bc6084eb7483aab70fb951d20d63e2021-12-01T05:03:37ZLeveraging learning with gamification: An experimental case study with bank managers2451-958810.1016/j.chbr.2020.100044https://doaj.org/article/105bc6084eb7483aab70fb951d20d63e2021-01-01T00:00:00Zhttp://www.sciencedirect.com/science/article/pii/S2451958820300440https://doaj.org/toc/2451-9588Gamification has attracted the attention of academics and practitioners as a promising tool for promoting behavioral change. This paper is an experimental case study investigating the effects of gamification on the learning outcomes when used as an instructional procedure for training managers in a Brazilian bank. High-order cognitive learning was assessed with situational tests before and after the training events. Data were collected in a quasi-experimental design involving three groups, two groups in training events and one untrained control group. The results show that gamification had a positive effect on learning but with results similar to training that used an instructional design without gamification. Gamification facilitated learning even with less time available for conceptual explanations and discussions. Competitive game elements were shown to be effective as an aspect of instructional design, especially when a digital feedback system was used as an assessment tool in training. This study innovatively collected data in a Brazilian bank and developed an instrument to measure high-order cognitive skills. Further investigation is required using other game elements that promote cooperation, autonomy, and personalization.Felipe CechellaGardênia AbbadRalf WagnerElsevierarticleGamificationTrainingLearningEducationElectronic computers. Computer scienceQA75.5-76.95PsychologyBF1-990ENComputers in Human Behavior Reports, Vol 3, Iss , Pp 100044- (2021)
institution DOAJ
collection DOAJ
language EN
topic Gamification
Training
Learning
Education
Electronic computers. Computer science
QA75.5-76.95
Psychology
BF1-990
spellingShingle Gamification
Training
Learning
Education
Electronic computers. Computer science
QA75.5-76.95
Psychology
BF1-990
Felipe Cechella
Gardênia Abbad
Ralf Wagner
Leveraging learning with gamification: An experimental case study with bank managers
description Gamification has attracted the attention of academics and practitioners as a promising tool for promoting behavioral change. This paper is an experimental case study investigating the effects of gamification on the learning outcomes when used as an instructional procedure for training managers in a Brazilian bank. High-order cognitive learning was assessed with situational tests before and after the training events. Data were collected in a quasi-experimental design involving three groups, two groups in training events and one untrained control group. The results show that gamification had a positive effect on learning but with results similar to training that used an instructional design without gamification. Gamification facilitated learning even with less time available for conceptual explanations and discussions. Competitive game elements were shown to be effective as an aspect of instructional design, especially when a digital feedback system was used as an assessment tool in training. This study innovatively collected data in a Brazilian bank and developed an instrument to measure high-order cognitive skills. Further investigation is required using other game elements that promote cooperation, autonomy, and personalization.
format article
author Felipe Cechella
Gardênia Abbad
Ralf Wagner
author_facet Felipe Cechella
Gardênia Abbad
Ralf Wagner
author_sort Felipe Cechella
title Leveraging learning with gamification: An experimental case study with bank managers
title_short Leveraging learning with gamification: An experimental case study with bank managers
title_full Leveraging learning with gamification: An experimental case study with bank managers
title_fullStr Leveraging learning with gamification: An experimental case study with bank managers
title_full_unstemmed Leveraging learning with gamification: An experimental case study with bank managers
title_sort leveraging learning with gamification: an experimental case study with bank managers
publisher Elsevier
publishDate 2021
url https://doaj.org/article/105bc6084eb7483aab70fb951d20d63e
work_keys_str_mv AT felipecechella leveraginglearningwithgamificationanexperimentalcasestudywithbankmanagers
AT gardeniaabbad leveraginglearningwithgamificationanexperimentalcasestudywithbankmanagers
AT ralfwagner leveraginglearningwithgamificationanexperimentalcasestudywithbankmanagers
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