Impact of gamification on learning outcomes in organizations
| dc.contributor.guide | Mathew, Jain | |
| dc.coverage.spatial | ||
| dc.creator.researcher | Nair, Sridevi | |
| dc.date.accessioned | 2022-12-17T10:40:47Z | |
| dc.date.available | 2022-12-17T10:40:47Z | |
| dc.date.awarded | 2022 | |
| dc.date.completed | 2022 | |
| dc.date.registered | 2019 | |
| dc.description.abstract | The process of gamification is expected to improve engagement levels, motivate participation and improve outcomes of activities. The current study attempts to provide evidence supporting the use of newlinegamification in organizational training. The study used a Solomon four group design and was set in the context of organizations in India. The study attempted to evaluate the impact of gamification on learner motivation, newlinelearning and reaction. In addition, the study also evaluated the role of learner newlinecharacteristics and type of organization in a gamified learning experience. The findings suggest that potential learners responded more positively to the gamified module and the knowledge gained was also higher through the gamified module. The gamified module also resulted in higher learner motivation. Learner motivation was found to significantly mediate the relationship between gamification and learning outcomes. The type of newlineorganization was also found to be significant in predicting the effectiveness of gamification. However, there was no statistical evidence to conclude that newlinethe learner characteristics significantly moderated the impact of gamification newlineon learner motivation. | |
| dc.description.note | ||
| dc.format.accompanyingmaterial | None | |
| dc.format.dimensions | A4 | |
| dc.format.extent | xiii, 162p.; | |
| dc.identifier.uri | http://hdl.handle.net/10603/426623 | |
| dc.language | English | |
| dc.publisher.institution | Department of Management Studies | |
| dc.publisher.place | Bangalore | |
| dc.publisher.university | CHRIST University | |
| dc.relation | 177 | |
| dc.rights | university | |
| dc.source.university | University | |
| dc.subject.keyword | Economics and Business | |
| dc.subject.keyword | Gamification, | |
| dc.subject.keyword | India. | |
| dc.subject.keyword | Learner Motivation, | |
| dc.subject.keyword | Learning, | |
| dc.subject.keyword | Management | |
| dc.subject.keyword | Reaction, | |
| dc.subject.keyword | Social Sciences | |
| dc.subject.keyword | Training, | |
| dc.title | Impact of gamification on learning outcomes in organizations | |
| dc.title.alternative | ||
| dc.type.degree | Ph.D. |
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