DIGITAL LIBRARY
ENTERPRISE GAMIFICATION – LEARNING AS A SIDE EFFECT OF COMPETITION
1 Faculty of Management, UTP University of Science and Technology in Bydgoszcz (POLAND)
2 Faculty of Management and Economics, Gdańsk University of Technology (POLAND)
3 Faculty of Finance and Management, WSB University in Gdańs (POLAND)
4 Faculty of Management, UTP University of Science and Technology in Bydgoscz (POLAND)
About this paper:
Appears in: INTED2017 Proceedings
Publication year: 2017
Pages: 9637-9642
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
Abstract:
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.
Keywords:
Gamification, learning, competition.