2023
DOI: 10.1111/jcal.12854
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Fostering informal learning strategies in the workplace: A training study

Abstract: BackgroundMost workplace learning is informal. However, some employees struggle to execute informal learning strategies effectively because they lack the necessary knowledge or skills or use their knowledge and skills ineffectively or not at all.ObjectivesWe examined the effects of computer‐based micro‐learning interventions that provide strategy knowledge, prompts, or both, on strategy knowledge, strategy use, and goal achievement—to compensate for these deficits.MethodsA total of 122 employees were randomize… Show more

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Cited by 2 publications
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“…While scholars reported the harmful potential of persuasive design for intrinsic motivation and creativity (Prendergast, 2008), later research proved that, as long as individuals have some control over the given reward, they perceive more autonomy and motivation (Patall et al, 2008;Gerhart and Fang, 2015). Gamification needs other learning strategies to allow individuals to develop and build their skills and knowledge properly (Kittel and Seufert, 2023b). The most common combinations involve strategies like reflection and experimentation or different features (Luarn et al, 2023), such as game design mechanics or principles.…”
Section: Requirements and Problems Of Gamificationmentioning
confidence: 99%
“…While scholars reported the harmful potential of persuasive design for intrinsic motivation and creativity (Prendergast, 2008), later research proved that, as long as individuals have some control over the given reward, they perceive more autonomy and motivation (Patall et al, 2008;Gerhart and Fang, 2015). Gamification needs other learning strategies to allow individuals to develop and build their skills and knowledge properly (Kittel and Seufert, 2023b). The most common combinations involve strategies like reflection and experimentation or different features (Luarn et al, 2023), such as game design mechanics or principles.…”
Section: Requirements and Problems Of Gamificationmentioning
confidence: 99%