A study on role of gamification elements in training outcomes: comparing the mediating effect of intrinsic and extrinsic motivation

独创性 情感(语言学) 心理学 内在动机 价值(数学) 知识管理 应用心理学 点(几何) 自决论 社会心理学 计算机科学 创造力 沟通 机器学习 法学 数学 自治 政治学 几何学
作者
Sattwik Mohanty,B. Prabu Christopher
出处
期刊:The Learning Organization [Emerald Publishing Limited]
卷期号:30 (4): 480-500 被引量:16
标识
DOI:10.1108/tlo-08-2022-0098
摘要

Purpose This paper aims to examine how gamification components affect training outcomes through intrinsic or extrinsic motivation (IM and EM), drawing on the self-determination motivation theory. Design/methodology/approach In this study, survey method has been used to analyse the hypotheses and objective of the research. A total of 260 surveys were received through the web-based stage and 260 surveys were legitimate. The data in this study was investigated using SPSS version 20.0 and Smart-PLS version 3.0 software. Findings The findings represent how IM intervenes in gamification parts of training outcomes. Apart from the indirect effect, this study also shows the immediate effect of experience point and progress bar affecting IM and EM. This study shows that the immediate effect of IM has a positive impact on training outcomes, however there is an adverse consequence in the event of EM on training outcomes as well as there is no intervening or mediating impact. Originality/value In this study, the authors offer novel research that might aid businesses in identifying the most important aspects of gamification for the relevant personnel. There is a substantial correlation between gamification and employee engagement that was previously focused on. With particular emphasis on the progress bar and experience point, the authors have demonstrated a connection between IM and EM through the use of gamification elements, paving the way for businesses to place a greater emphasis on intrinsic drive-in gamification systems intended to enhance employee training.
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