2016
DOI: 10.1108/ejtd-03-2016-0017
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Talent development gamification in talent selection assessment centres

Abstract: Purpose The purpose of this paper is to examine the relationship between the use of sophisticated talent selection processes such as gamification and training and development interventions designed to ensure that candidates can successfully navigate the talent assessment process. Gamification is the application of game elements to non-game activities through the adoption of gaming tools, and little is known about how candidates (“talent”) struggle to learn about the structural mechanics of gamification as they… Show more

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Cited by 29 publications
(21 citation statements)
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References 32 publications
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“…For example, a research conducted by Skrickienė et al (2018) evaluated the education and training on an organizational level as the most effective, group and team level education as less effective and individual education as least effective. Unfortunately, the research indicated that employees educated and developed themselves primarily based on their own decision, as their organisations often did not provide them with sufficient motivations and stimuli (Schlechter et al, 2014;Hoole & Hotz, 2016;Tansley et al, 2016). Of course, employees are responsible for their improvement as well, however, employee education and training should firstly be a part of organization's strategic development (Vveinhardt & Minkutė-Henrickson, 2015), consolidated in the organization's values, plans and daily operations (Beirat et al, 2018).…”
Section: Literature Reviewmentioning
confidence: 99%
“…For example, a research conducted by Skrickienė et al (2018) evaluated the education and training on an organizational level as the most effective, group and team level education as less effective and individual education as least effective. Unfortunately, the research indicated that employees educated and developed themselves primarily based on their own decision, as their organisations often did not provide them with sufficient motivations and stimuli (Schlechter et al, 2014;Hoole & Hotz, 2016;Tansley et al, 2016). Of course, employees are responsible for their improvement as well, however, employee education and training should firstly be a part of organization's strategic development (Vveinhardt & Minkutė-Henrickson, 2015), consolidated in the organization's values, plans and daily operations (Beirat et al, 2018).…”
Section: Literature Reviewmentioning
confidence: 99%
“…A gamificação é a aplicação de elementos de jogos a atividades não relacionadas ao ambiente corporativo e educacional por meio da adoção de ferramentas de jogos (TANSLEY et al, 2016). A literatura sobre o efeito da gamificação ainda é limitada em vários níveis.…”
Section: Gamificaçãounclassified
“…O desenvolvimento de talento nos processos de gamificação de seleção é ilustrado através de relatos teóricos diferenciados de como uma multiplicidade de oportunidades de aprendizagem de desenvolvimento mutáveis e competitivas são desempenhadas como uma forma de "consciência dupla" pelo potencial talento organizacional para "vencer o jogo de seleção" (TANSLEY et al, 2016).…”
Section: Educaçãounclassified
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“…Currently, gamification has only started entering the area of KM research, and at the moment it either focuses on the aspects of motivation and worker engagement (Jung et al, 2010;Swacha, 2015;Vassileva, 2012), a topic favored by consultants, or employees assessment (Tansley et al, 2016) and HR trainings (Rinc, 2014), being an extension of gamified education, or gamification is mentioned as an add on entertaining layer for a KMS (Pandey and Dutta, 2013). However, we believe that the use of gamification can extend beyond another HR fad.…”
Section: 'Gamification -The Process Of Making Activities In Non Game mentioning
confidence: 99%