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Appears in:
Pages: 9637-9642
Publication year: 2017
ISBN: 978-84-617-8491-2
ISSN: 2340-1079
doi: 10.21125/inted.2017.2272

Conference name: 11th International Technology, Education and Development Conference
Dates: 6-8 March, 2017
Location: Valencia, Spain

ENTERPRISE GAMIFICATION – LEARNING AS A SIDE EFFECT OF COMPETITION

C. Graul1, J. Wachowicz1, R. Bielski2, K. Kufel3, M. Zoltowski4

1Faculty of Management, UTP University of Science and Technology in Bydgoszcz (POLAND)
2Faculty of Management and Economics, Gdańsk University of Technology (POLAND)
3Faculty of Finance and Management, WSB University in Gdańs (POLAND)
4Faculty of Management, UTP University of Science and Technology in Bydgoscz (POLAND)
Gamification in companies can be used for driving desired employees behaviors that are advantageous to their development and performance improvement. This paper presents tools acquired from online social networking services and game mechanisms to encourage managers to compete by providing extended statistics and user profiles features in e-learning system.

In the first part of the paper elements of game mechanisms has been described. They create a system that involves users into intensive interaction with gameplay. The gameplay is understood as the active participation in online course which construction is similar to computer game and interact with user needs (e.g. internal and external motivation). The proper set of tools should be selected with regards to business goals and user – manager characteristics of the company.

The second part of the work identifies the most important components which are significant for implementation in system that is expected to be develop for research purpose. Beside theoretical content it has applied tools for continuous monitoring of user’s activity. Notification system that shows most recent alerts, like a calendar event or an activity of other users. The final grade includes the most commonly used mechanics in gamification like: points, badges, leaderboards, and challenges.

In the third part of the paper the psychology of gamification for managers has been described. Clear understanding of these assumptions is one of the most important keys to proper gamification implementation. With multiple solving these same tests and quizzes users improve their ranks. In parallel, they learn in background and stimulate self-development process.
@InProceedings{GRAUL2017ENT,
author = {Graul, C. and Wachowicz, J. and Bielski, R. and Kufel, K. and Zoltowski, M.},
title = {ENTERPRISE GAMIFICATION – LEARNING AS A SIDE EFFECT OF COMPETITION},
series = {11th International Technology, Education and Development Conference},
booktitle = {INTED2017 Proceedings},
isbn = {978-84-617-8491-2},
issn = {2340-1079},
doi = {10.21125/inted.2017.2272},
url = {http://dx.doi.org/10.21125/inted.2017.2272},
publisher = {IATED},
location = {Valencia, Spain},
month = {6-8 March, 2017},
year = {2017},
pages = {9637-9642}}
TY - CONF
AU - C. Graul AU - J. Wachowicz AU - R. Bielski AU - K. Kufel AU - M. Zoltowski
TI - ENTERPRISE GAMIFICATION – LEARNING AS A SIDE EFFECT OF COMPETITION
SN - 978-84-617-8491-2/2340-1079
DO - 10.21125/inted.2017.2272
PY - 2017
Y1 - 6-8 March, 2017
CI - Valencia, Spain
JO - 11th International Technology, Education and Development Conference
JA - INTED2017 Proceedings
SP - 9637
EP - 9642
ER -
C. Graul, J. Wachowicz, R. Bielski, K. Kufel, M. Zoltowski (2017) ENTERPRISE GAMIFICATION – LEARNING AS A SIDE EFFECT OF COMPETITION, INTED2017 Proceedings, pp. 9637-9642.
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