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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2021
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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) |
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Gamification Training Learning Education Electronic computers. Computer science QA75.5-76.95 Psychology BF1-990 |
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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 |
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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 |
_version_ |
1718405523445907456 |