دانلود رایگان مقاله افزایش انگیزش کار در محیط کار: درس های قابل انتقال از آموزش و پرورش

عنوان فارسی
افزایش انگیزش کار در محیط کار: درس های قابل انتقال از آموزش و پرورش
عنوان انگلیسی
Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy
صفحات مقاله فارسی
0
صفحات مقاله انگلیسی
9
سال انتشار
2016
نشریه
الزویر - Elsevier
فرمت مقاله انگلیسی
PDF
کد محصول
E4520
رشته های مرتبط با این مقاله
مدیریت
مجله
مجله بین المللی آموزش مدیریت - The International Journal of Management Education
دانشگاه
دانشکده کسب و کار، دانشگاه غرب استرالیا
کلمات کلیدی
آموزش و پرورش، انگیزه، تولید، یادگیری مبتنی بر بازی، نظریه خودمختاری
۰.۰ (بدون امتیاز)
امتیاز دهید
چکیده

abstract


Gamification is a term that has gained currency over the last few years. Gamification refers to the application of characteristics from digital games into non-gaming contexts. The concept under other names has attracted the interest of scholars for more than twenty years, due to its possible value in motivating students to learn. However few scholars have investigated ways in which the concept can be applied to building intrinsic motivation in employees. This is a particularly important area for research, as new generations who have been brought up with computer games become the dominant cohort within the workforce. This paper summarises the literature on game playing as a motivator, and outlines a variety of studied motivational responses to gamified systems as evoked from different categories of users, including students, consumers and employees. The paper goes on to discuss how the concept of gamification may interact with various theories of motivation, including Four-Drive Theory and Self-Determination Theory, and makes recommendations as to which gamification elements are relevant to the 21st century workplace, and may be effectively implemented in such a way that they can help to achieve personal and organisational objectives.

نتیجه گیری

4. Discussion


At the core of gamification strategies is the assumption that if organisations make the completion of a task synonymous with the playing of a game, employees can be intrinsically motivated by the challenge to invest a sustained effort in their work, similar to as they would when playing a challenging game. However, discussions on workplace gamification have frequently overlooked the fact that people will not hesitate to toss aside a game that frustrates or bores them. Frustration and boredom can happen in the short-term if a game is misaligned with a person's level of physiological arousal (i.e. the game is too stimulating or boring), and over the longer-term if a game is not perceived to be meaningful, or does not satisfy deficient needs. Therefore, just as individuals vary in their satisfaction of needs, they also vary in their drives to seek out these needs. The preferred choice of game and willingness to persist with a game thus depends on how well the game elements and game mechanics satisfy these vastly different needs.


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