Research

Perspectives of Learning and Training Practitioners on Gamification

Perspectives of Learning and Training Practitioners on Gamification

Perspectives of Learning and Training Practitioners on Gamification

Dr. Amanda Tanner, Dr. Michelle Preiksaitis

Abstract

"United States’ information technology (IT) training professionals provided perspectives regarding the gamification of employee training to address turnover and reskilling needs. Participants (N = 9) aged 23 or above, with 5 years of training experience, provided their perceptions about gamified training during semi-structured interviews. A generic qualitative inquiry data analysis technique led to five themes: gamification is for onboarding and skills development and meets a variety of training needs; going beyond characteristics and elements of the game motivates employees; keeping the training end goal in mind is vital; gamification reduces time and resources by creating auto-nudges which track and remind employees to complete training; and, gamification assists with team building and collaboration, career development, and employee retention. Gamification can provide varied training, including compliance, onboarding, technical, and career training. Gamification training costs could be offset by reduced employee travel or location costs of live training."

Reference

Tanner, A., & Preiksaitis, M. (2023). Perspectives of Learning and Training Practitioners on Gamification. CORALS'Journal of Applied Research, 1(1). https://journal.coralsllc.com/index.php/CJAR/article/view/12

Keywords

Career development, Gamification, Training