Research

A Decision Model For Using Gamification Technology In Employee Training

A Decision Model For Using Gamification Technology In Employee Training

A Decision Model For Using Gamification Technology In Employee Training

A Decision Model For Using Gamification Technology In Employee Training

By Deepika Panditaand Fatima Vapiwala

Abstract

β€œThe objective of this study is to highlight the various challenges faced by the banking sector, especially after the pandemic as the pace of technological adoption majorly transformed in the training domain. This paper focuses on the revelation of the skills and capabilities required by the Indian banks in line with recent trends and addresses the need for using gamification technology to bridge the skill gap of the employees. For this study, primary data is collected using the structured interview process. 100 respondents were selected comprising of bank managers from private and public sector banks in India who have already utilized gamification technology for their employee training and development. The study has been conducted in the context of the Indian banking sector. The authors have given relevant recommendations based on the responses and findings that can aid the Indian bank managers in making a wise decision regarding the suitability of gamification technology for training their employees.”

Reference

Pandita, D., &Vapiwala, F. (2022, March). A decision model for using Gamification Technology in employee training. Retrieved May 13, 2022, from https://ieeexplore.ieee.org/abstract/document/9764975

Keyword

Gamification, decision model, employee training, technology, research