2021
DOI: 10.1007/978-3-030-74009-2_83
|View full text |Cite
|
Sign up to set email alerts
|

Factors Related to the Use and Perception of a Gamified Application for Employee Onboarding

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
5
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
5
2
1

Relationship

0
8

Authors

Journals

citations
Cited by 9 publications
(5 citation statements)
references
References 16 publications
0
5
0
Order By: Relevance
“…This was both due to a lack of comprehensive research that covers best practices of gamification connected to aiding the acceptance and use of information systems (i.e. Jedel & Palmquist, 2021) and partly due to limited time resources in the project. Therefore, it is recommended that further research and frameworks focus on more holistic and practical frameworks of gamification design and development in several contexts.…”
Section: Discussion and Future Researchmentioning
confidence: 99%
“…This was both due to a lack of comprehensive research that covers best practices of gamification connected to aiding the acceptance and use of information systems (i.e. Jedel & Palmquist, 2021) and partly due to limited time resources in the project. Therefore, it is recommended that further research and frameworks focus on more holistic and practical frameworks of gamification design and development in several contexts.…”
Section: Discussion and Future Researchmentioning
confidence: 99%
“…Teachers also appreciate such apps for sharpening understanding of concepts by additional visual input, for developing creativity and capacity for processing content (Demirbilek & Tamer, 2010), and for their potential for developing life skills such as sociability, cooperation, collaboration and team work (Smith, 2018). Gamified resources are also appreciated for promoting alternatives to traditional learning, by varying the presentation of content and placing it within more inclusive learning environment (Jedel & Palmquist, 2021). In this sense, authors such as Sun et al (2018) consider that learning assistance tools used with digital games can help students to create problem-solving strategies while supporting achievement.…”
Section: Cognitive Scaffold: Operational Experience and Feedbackmentioning
confidence: 99%
“…When the type of content is suitable and the time to right to introduce the app, a third variable that influences successful application of a gamified app will be that there is a clear connection to the objectives and assessment criteria for the educational stage and age of the students, and that their level of competence, attitude, knowledge and skills in the subject areas being developed can be easily verified (Fombona et al, 2020;Kingsley & Grabner-Hagen, 2015;Parra-González et al, 2020;Vázquez-Ramos, 2021). The connection between game and curriculum can be made from various perspectives, as long as they enable the student's progress to be continuously monitored, for example, when the game includes roadmaps to reach objectives, different levels of complexity, with text and visual resources to enable assimilation of concepts and reinforcement of key elements to build an exhaustive knowledge of the material (Jedel & Palmquist, 2021).…”
Section: Curriculum Connectionmentioning
confidence: 99%
“…Another important aspect influencing the dropout rate is the features of the course (e.g., quality and content [17,21], difficulty and length [6,11]). Less frequently studied aspects include gamification [22], the relation of registration date to the course start date [23], course start date, course length or assessment type [24], and social factors (posts on the forum) [25]. In some cases, the dropout rate was predicted based on the responses to a survey taken by course participants which, among others, indicated their interests, previous knowledge, and motivations for studying the MOOC [26].…”
Section: Problem Settingmentioning
confidence: 99%