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A Program Evaluation of Gamified Tra...
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Gawali, Sneha.
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A Program Evaluation of Gamified Training and Its Impact on Knowledge Retention and the Perceptions of Employees.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
A Program Evaluation of Gamified Training and Its Impact on Knowledge Retention and the Perceptions of Employees./
作者:
Gawali, Sneha.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
面頁冊數:
144 p.
附註:
Source: Dissertations Abstracts International, Volume: 81-10, Section: A.
Contained By:
Dissertations Abstracts International81-10A.
標題:
Industrial arts education. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=27835219
ISBN:
9798607323325
A Program Evaluation of Gamified Training and Its Impact on Knowledge Retention and the Perceptions of Employees.
Gawali, Sneha.
A Program Evaluation of Gamified Training and Its Impact on Knowledge Retention and the Perceptions of Employees.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 144 p.
Source: Dissertations Abstracts International, Volume: 81-10, Section: A.
Thesis (Ph.D.)--Robert Morris University, 2020.
This item must not be sold to any third party vendors.
Organizations spend a significant amount of money on training for their workforce and undergo many changes in terms of technology, demographics, and culture. Along with these external changes, organizations experience constant internal changes due to the emergence of newer generations in their workforce (Cahill, Fache & Sedrak, 2012). In this climate of change, workplace learning has remained one of the critical organizational investments. This changing organizational environment calls for a reevaluation of current training processes. Because training programs call for a considerable investment of time and money in organizations, it is essential to acknowledge these changes and adapt with them to remain relevant. The purpose of this study was to determine whether gamification can be used to revamp the organizational training department. An online game was customized, implemented, and evaluated to understand the impact of gamification on knowledge retention and learner perceptions. A total of 24 university employees participated in gamified-safety training. Data were collected from three data sources; namely, pre-post-test scores, participant interviews, and stakeholder interviews. Descriptive coding was used for all interview responses and eight major themes emerged from the participant and stakeholder responses and positive growth was observed in the post-test scores in comparison to the pre-test. The themes indicated that game-elements such as scoreboards, accomplishing tasks, and having an interactive fun environment helps in engaging learners in organizational training. Also, the lengthy duration of the game and lack of cohesion in game-storyline and training content emerged as drawbacks for gamified-training modules.
ISBN: 9798607323325Subjects--Topical Terms:
3173045
Industrial arts education.
Subjects--Index Terms:
Andragogy
A Program Evaluation of Gamified Training and Its Impact on Knowledge Retention and the Perceptions of Employees.
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Organizations spend a significant amount of money on training for their workforce and undergo many changes in terms of technology, demographics, and culture. Along with these external changes, organizations experience constant internal changes due to the emergence of newer generations in their workforce (Cahill, Fache & Sedrak, 2012). In this climate of change, workplace learning has remained one of the critical organizational investments. This changing organizational environment calls for a reevaluation of current training processes. Because training programs call for a considerable investment of time and money in organizations, it is essential to acknowledge these changes and adapt with them to remain relevant. The purpose of this study was to determine whether gamification can be used to revamp the organizational training department. An online game was customized, implemented, and evaluated to understand the impact of gamification on knowledge retention and learner perceptions. A total of 24 university employees participated in gamified-safety training. Data were collected from three data sources; namely, pre-post-test scores, participant interviews, and stakeholder interviews. Descriptive coding was used for all interview responses and eight major themes emerged from the participant and stakeholder responses and positive growth was observed in the post-test scores in comparison to the pre-test. The themes indicated that game-elements such as scoreboards, accomplishing tasks, and having an interactive fun environment helps in engaging learners in organizational training. Also, the lengthy duration of the game and lack of cohesion in game-storyline and training content emerged as drawbacks for gamified-training modules.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=27835219
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