The use of gamification strategies to enhance employees' attitudes towards e-training systems

被引:4
|
作者
Bitrian, Paula [1 ]
Buil, Isabel [2 ]
Catalan, Sara [1 ]
Hatfield, Sarah [3 ]
机构
[1] Univ Zaragoza, Fac Business & Econ, Gran Via 2, Zaragoza 50005, Spain
[2] Univ Zaragoza, Fac Business & Econ, Maria de Luna S-N,Edificio Lorenzo Normante, Zaragoza 50018, Spain
[3] Augsburg Univ Appl Sci, Fac Business, Hsch 1, D-86261 Augsburg, Germany
来源
关键词
E; -training; Gamification; Employees; Technology acceptance model; PERCEIVED EASE; CONTINUANCE INTENTION; INTRINSIC MOTIVATION; ACCEPTANCE; TECHNOLOGY; ENJOYMENT; GAME; WORKPLACE; DESIGN; JOB;
D O I
10.1016/j.ijme.2023.100892
中图分类号
F [经济];
学科分类号
02 ;
摘要
Organisations are increasingly using gamification strategies to enhance online training experiences and engage employees. Despite extensive research in the educational field, few studies have been carried out in the working setting. Drawing on the technology acceptance model (TAM), this study investigates whether and how game elements included in e-training systems enhance employees' attitudes towards e-training systems. Data from 1178 employees of a Germany-based international company were analysed using structural equation modelling. The results showed that some game elements, such as challenges and narrative, increased employees' enjoyment, while others, such as clear goals and feedback, had no significant influence. They also confirmed that employees' enjoyment of the gamified e-trainings increased their perceptions of ease of use and usefulness which, in turn, enhanced employees' attitude towards gamified e-training systems. The study provides theoretical and practical implications to support the development of more effective gamified e-training designs.
引用
收藏
页数:11
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