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The use of gamification to increase engagement and other intrinsic factors with work integrated learning participants during new hire onboarding: an organisational case study

datacite.subject.sdg09:Indústria, Inovação e Infraestruturaspt_PT
dc.contributor.authorBell, Lucinda
dc.contributor.authorVan Toorn, Christine
dc.contributor.authorIsaias, Pedro
dc.date.accessioned2024-08-05T14:01:44Z
dc.date.available2024-08-05T14:01:44Z
dc.date.issued2020
dc.description.abstractGamification is a developing approach to increase factors such as engagement, collaboration and motivation amongst learners. With the growing popularity of gamified learning experiences and shifting workplace demographics, the current study aims to shed light on the use of gamification by work integrated learning (WIL) participants within an organisational context. Previous studies have highlighted mixed levels of success when applying gamification techniques to educational settings and have often neglected the development of a conceptual framework to aid successful implementation of this. The current study will critically examine the use of gamification within new hire onboarding and utilise self-determination theory in the design of a gamified mobile application to facilitate this. Findings will add to the body of knowledge and extend practical understanding of the specific gamification features to promote effective outcomes in terms of user engagement and increased motivation in the new hire context.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationBell, L., Van Toorn, C. & Isaias, P. (2020). The Use of Gamification to Increase Engagement and Other Intrinsic Factors with Work Integrated Learning Participants During New Hire Onboarding: An Organisational Case Study. Proceedings of the ACIS (Australasian Conference on Information Systems) 2020 Conference, New Zealand: AIS. https://aisel.aisnet.org/acis2020/97pt_PT
dc.identifier.urihttp://hdl.handle.net/10400.2/16377
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherAISpt_PT
dc.relation.publisherversionhttps://aisel.aisnet.org/cgi/viewcontent.cgi?article=1090&context=acis2020pt_PT
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/pt_PT
dc.subjectGamificationpt_PT
dc.subjectWIL-participantspt_PT
dc.subjectAdaptive learningpt_PT
dc.subjectEngagementpt_PT
dc.subjectNew hirept_PT
dc.titleThe use of gamification to increase engagement and other intrinsic factors with work integrated learning participants during new hire onboarding: an organisational case studypt_PT
dc.typeconference object
dspace.entity.typePublication
oaire.citation.conferencePlaceWellington, Nova Zelândiapt_PT
oaire.citation.titleACIS 2020. 31st Australasian Conference on Information Systemspt_PT
person.familyNameTeixeira Isaias
person.givenNamePedro
person.identifier.ciencia-id731A-2E36-6847
person.identifier.orcid0000-0003-1194-2127
rcaap.rightsopenAccesspt_PT
rcaap.typeconferenceObjectpt_PT
relation.isAuthorOfPublicationbf41e004-f721-4349-a34c-95968cb9ea99
relation.isAuthorOfPublication.latestForDiscoverybf41e004-f721-4349-a34c-95968cb9ea99

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