Five key areas to consider before using gamification in learning and development
Purpose The purpose of this paper is to inform readers about the use of gamification and active learning as effective learning methods, particularly in hybrid, diverse and global organisations. Design/methodology/approach This study takes an advisory approach based upon experienced delivery of blended learning and gamification in an human resources (HR), training and development environment. Findings The introduction of gamification and blended learning is like any other method of development. It is only as good as the planning. Gamification as a novel way of learning will not last the distance without setting objectives, planning how to reach them, evaluation and ongoing support for behavioural change. Originality/value To the best of the authors’ knowledge, this paper is the viewpoint of the author and has not been published elsewhere.
Year of publication: |
2023
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Authors: | Parkerson, Rebecca |
Published in: |
Strategic HR Review. - Emerald Publishing Limited, ISSN 1475-4398, ZDB-ID 2094427-5. - Vol. 22.2023, 4, p. 115-120
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Publisher: |
Emerald Publishing Limited |
Subject: | Training | Employee engagement | Technology | Learning and development | Strategy | Multinational |
Saved in:
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