Professional Documents
Culture Documents
Komal S Patel
Post University
2017
GAMIFICATION FOR ADULTS 2
Abstract
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Problem Statement
Many corporate environments and different work places need to train and teach not only
new employees but season employees of all different educational grounds and tech savviness on
business practices, new elements to their jobs, and for on-boarding. Keeping those adult learners
engaged in the learning is an issue. Without the learners being properly engaged in the learning it
can lead to errors, customer complaints, and disciplinary action for the employee. ... adult
learners need to be actively engaged in learning, have predetermined motivation for engaging in
the learning... (McDonough, 2014, p. 10). Gamification studies have shown great promise with
student engagement. Research on adding games to the classroom, or gamification has shown,
what may be surprising to some, benefit to students. Dominguez et al (2013), and Lee and
Hammer (2011) state that Gamification has many cognitive, emotional, and social benefits (as
cited in Turan, Avinc, Kara & Goktas, 2016, p. 64). By introducing gamification and gaming
elements to education for adult learners, this could be a solution to getting adult learners engaged
in training. These games design elements in education learners will be able to better understand
concepts, socialize with other learners, and increase their motivation for learning, Hakulinen,
Auvinen and Korgonen (2015) and Lee and Hammer (2011) state that The literature has further
demonstrated that the use of gamification in education increases motivation towards and
participation in a course (as cited in Turan et al, 2016, p. 64). With the added benefit of
gamification that could be used in and out of the learning environment, it could help with
increasing their knowledge on the material without putting in conscious effort, or laborious and
stressful study sessions, thereby engaging with their course content on multiple levels in multiple
GAMIFICATION FOR ADULTS 4
ways. This project will answer question: Can the use of gamification and game design in
a. Many corporate training sessions results in the learners not being engaged and
paying less attention to what the training material is on. This results in workers
3. Describe the 3 major points (subproblems within your larger problem) you will be
1. Overview (own words): A major problem with training and learning in corporate
the most important being motivation, intrinsic and extrinsic. Intrinsic motivation being
the learner wanting to learn about a specific topic, and extrinsic that where a learner is
encouraged to learn for a reward, in the corporate world, money. Learner engagement is
about the time and energy spent on the learning, with actual assimilation of the
GAMIFICATION FOR ADULTS 5
gaining education, in the more traditional sense, but with training or job related learning
many times it is extrinsic. Additionally if learners feel the learning will not impact them
positively motivation drops, causing engagement to drop. Studies have shown adult
learners wanting a choice, control or influence over their learning, which will promote
Gamification
1. Overview (own words): There are many ways to engage learners and a possible solution
sales systems, to using excel, to even virtual work environments to train doctors, pilots
and military. Gaming and game design can create a very immersive experience, in turn
engaging the learner. When a learner is engaged in the material it allows them to pay
more attention to bring to the work post learning, and have more confidence when
executing what was learned. Using gaming within certain workplaces have also shown to
reduce stress levels for employees and increasing focus. Gamification studies in both
children and adult learners show similar promise where those using gamification
a. Immersive gaming (cite) Balan, Moldovenu, A., Moldovenu, F., Morar, 2016)
learning and work, it can improve stress levels, motivation, and communication
amongst colleagues.
Social Implications
1. Overview (own words): Gamification can be utilized to facilitate decision making and
foster brainstorming. Games and game design can also encourage internal collaboration
have been shown to be more engaged with their work, training, and coworkers, even
passing on this satisfaction to their consumers and customers. Studies also indicate
gaming to be one of the most engaging mediums. With in game achievement learners
engage more with not only the game, but also learning, driving intrinsic motivation
Conclusion
gamification
a. The main weaknesses with the literature is not demonstrating what specific
engagement in learners, but cloaked the research behind the blanket category.
Next steps would be to find research and information on types of gamification most often
used in education of both children and adult learners, why they are more effective in one group
or another, and how these more effective methods could be used to improve engagement in adult
Introduction
engagement. Learner engagement relies on several factors, two of the most important being part
of motivation, intrinsic and extrinsic motivation. This is an important area to tackle as in many,
corporate workplaces, training is not taken seriously and leads to countless errors, poor customer
service or quality of work which can result in disciplinary action, or on profit margins as
Retention is an important part of the adult learning process. It is directly impacted by the
amount of practice and use during the learning process. What this means is that adult
engaging in the learning, and need a learning environment that supports this active
and Game design refers to all the implementation details related to the development of a game:
storyline, winning modality, complexity and level design, interaction, control, communication,
engagement etc (Balan, Moldoveanu, Moldoveanu, & Morar, 2016, p. 337). The literature
reviewed here will discuss how and why gamification can improve learner engagement in
corporate training.
Motivation
For adult learners there are many factors in what can engage them in learning and
motivate them to even conduct the learning in the first place. For traditional learning intrinsic
motivation is the most crucial, and most often found, as discovered by Archer, Cantwell, and
GAMIFICATION FOR ADULTS 9
Bourke, 1999; Bennett, Evans, and Riedle, 2007; Bye, Pushkar, and Conway, 2007; Donohue &
Wong, 1997; Murphy and Roopchand, 2003 (as cited in Rothes, Lemos & Goncalves, 2017, p.
7), but for workplace learning, it tends to be extrinsic. Intrinsic motivation refers to the
performance of an activity that is rewarding on its own, for instance, learning about something
because we find it interesting. Extrinsic motivation relates to the performance of an activity for
the consequences or rewards that come out of it (e.g., higher grades, honors, money) and/or to
avoid negative outcomes (e.g., punishments, criticism)(Rothes,et al, 2017, p. 4). Learner
engagement is about how much time is spent on the learning and how focused they really are on
it, with actual assimilation of the knowledge. Research shows adult learners tend to be more
intrinsically motivated when it comes to gaining education, in the more traditional sense, but
with training or job related learning many times it is extrinsic, related to wanting to keep their
job or earn a promotion, etc. Additionally if learners feel the learning will not impact them
positively motivation drops, causing engagement to drop. Malcolm Knowles (2011) indicates
that adult learners are most likely to be actively engaged in learning when they are given some
choice and control over the learning process (as cited in McDonough, 2014, p. 8). McDonough
goes on to discuss how with blended courses, and introducing educational elements to adult
learners electronically it allows them to conduct the learning on their own terms. This is crucial
be cause adult learners are practical and focus on the parts of the new knowledge that are most
useful to them; either in their work or other areas of their life. What this means is that adult
learners what to be actively engaged in the learning process and need to have an environment
that supports this active engagement (McDonough, 2014, p. 9-10). In a study discussed by
Cheng (2013), it was reported that learners utilizing corporate e-learning programs, (CELP), had
GAMIFICATION FOR ADULTS 10
positive experiences and felt that they had a positive attitude toward CELP for learning content
and structure, learning strategies, facilitated design, information and interface design, learning
assessment and aspects of feedback (p.88). There was one major issue that was faced by the
learners in this study, which may also plague many other environments and learners, and that is
having adequate time to use the e-methods of learning. This will need to be carefully considered
Gamification
There are many ways to use gamification in the workplace. From training on
point-of-sales systems, to using excel, to even virtual work environments to train doctors, pilots
and military. Gaming and game design can create a very immersive experience, in turn engaging
the learner. When a learner is engaged in the material it allows them to pay more attention to
bring to the work post learning, and have more confidence when executing what was learned.
Using gaming within certain workplaces have also shown to reduce stress levels for employees
contexts (Oravec, 2015, p. 9). Gamification studies in both children and adult learners show
similar promise where those using gamification demonstrated an increase in intrinsic motivation,
and satisfaction for their learning. When the players gain a sense of identity by acknowledging
their role and position in the game and by assessing its purposes and principles, they
automatically become motivated to pursue the challenges and objectives set by it and enter into a
state of immersive experience (Balan et al, 2016,p. 335). By utilizing these immersive gaming
techniques and environments it can help the adult learners to gain the motivation to truly rise to
GAMIFICATION FOR ADULTS 11
the challenges. Gaming elements can be used to encourage participation and interaction in a
virtual training session by awarding points or badges to learners when they interact with each
other or the instructor (DuVernet, & Popp, 2014, p. 39). In the majority of scenarios there is not
time, nor resources available for a full blown game, but if possible, the way the learner becomes
involved is better for learning. In a serious game, learning follows a cyclic model: experiencing,
reflecting on the experience, drawing conclusions, creating a plan for future actions,
experiencing again etc. Reflection is a fundamental part of the learning process, as it helps the
player improve his performance on the long term (Balan et al, 2016, p. 335). In addition to and
immersive experience leading to intrinsic motivation Perrotta et al. (2013) believe that
gamification of learning is intrinsically motivating because rules are inputs to broad range of
decision making processes; fun because goals allow student to see the direct impact of their
efforts; authentic because fantasy provides a compelling background that allows students to
experiment with skills without suffering the consequences of failure in real life (as cited in
Faiella & Ricciardi, 2015, p 15). These gamification strategies improve how these training
elements are then utilized in the workplace a study conducted by Puleston and Sleep (2011)
concluded through their research that the application of soft gamification and more creative
questioning techniques can reduce straight-lining, improve the quality and quantity of answers,
and improve participant engagement levels (as cited in Bailey, Pritchard, & Kernohan, 2015, p.
19). The use of gamification, while alleviating stress, does create necessary pressure within the
game to facilitate the learning The setting of a time limit used in applying the principle of a rule
in the gamified cell clearly draws upon the competitive nature that is inherent in all of us The
counting down of a minute on the screen further applied a mild pressure to make the participant
GAMIFICATION FOR ADULTS 12
focus on the task in hand (Bailey et al, 2015, p. 22) as indicated, this pressure helps to get
learners engaged in the learning and complete it. By softly encouraging the completion of the
training, and using benefits, it can encourage socializing and interacting with fellow trainees or
instructors on progress and completion, gaming elements can be used to encourage participation
and interaction in a virtual training session by awarding points or badges to learners when they
interact with each other or the instructor (DuVernet, & Popp, 2014, p. 40). Through these
studies and discussion it is notable thatoverall, we do see that gamification can provide richer
data and increase participant engagement, as is evident in the more detailed responses obtained
in the gamified cell of participants (Bailey et al, 2015, p. 25). Gamification has also
encountered much scrutiny Some critiques relate to the potentials for enforced merriment or
mandatory fun associated with gamification (Oravec, 2015, p. 3). Oravec (2015) also
discusses how many times the idea that gamification can be akin to Taylorization (work
routinzation)...Prospects for surveillance could also have Issues involving game plots and
characters or Emphasis on certain commercial game approaches (p.3). all which are addressed
and it is crucial to explore all sides of the argument with the remainder of this paper, and as
Social Implications
With many games in the traditional sense, there is an aspect of socializing involved, be it gaming
with friends or using a MMORPG (massive multiplayer online role playing game) or a derivation
of such. Gamification for education can also be utilized to facilitate socialization, decision
making and foster brainstorming. Games and game design can also encourage internal
collaboration and communications.With in game achievement learners engage more with not
GAMIFICATION FOR ADULTS 13
only the game, but also learning, driving intrinsic motivation through the extrinsic rewards with
the game based learning. For businesses that are looking to implement different strategies for
engaging their employees there are several elements for them to explore, one such element is
background of every company that wants to be successful in a long term (as cited in Ergle,
communication element into the workplace, as well as keeps all participants engaged in the tasks,
management system, as everyone likes to be appraised as the top performer (Ergle, 2015, p. 223),
Deterding (2011) writes that Gamification in Human Resource Management is the usage of
game thinking and game mechanics in non-game scenarios, specifically in recruitment, training
and development, and motivation, in order to engage users and solve problems (as cited in
Ergle, 2015, p. 222) which is a way companies can view gamification strategies as, alternate
means to engage and interest employees in crucial information, and working together. Welch
have to meet to maintain and develop employee engagement (as cited in Ergle, 2015, p. 221)
further stressing how ensuring the employees have multiple means of communication, not only
traditional means, but through gamification which can help them to learn and understand the
material they will be communication about and working on. Wanting engaged and empowered
more difficult and complex. Company has to be able to communicate mission and values, it has
GAMIFICATION FOR ADULTS 14
to train managers and leaders to follow these values and have to hire employees who fit the
culture (Ergle, 2015, p. 221). Those managers, specialists and workers that are the supporters
of the gamification believe that the main objectives of implementation of gaming techniques are,
first of all, to improve staff motivation and create a favourable social and psychological climate
in the organisation that will facilitate the creativity and initiative of employees. (Vinichenki,
Melnichuk, Kirillov, Makushkin, & Melnichuk, (2016) p. 9). Though much research has not
been conducted on adult learners with gamification, studies based on school aged children have
shown some serious promise, research by Lee & Hammer (2011) and Simes, Redondo & Vilas
(2013) shows that Based on the literature, gamification may be used to provide incentives for
expected behaviors in education and to ensure that these behaviors help students to reach
intended learning outcomes (Turan, Avinc, Kara, & Goktas, 2016, p. 64). For adult this can
mean that The presence of a rich creative potential, proactive attitude, innovative ideas of
2016, p.9).
With the amount of research that has been conducted on the topic of gamification, there
are some shortcomings, there are a varying amount of gamification and game design strategies,
that will all work differently in different environments. Even when providing the most beneficial
strategy for the learning environment, learners can vary greatly. Not all learners may benefit
from aspects of gamification, such as competition. Regardless, there is still a problem that needs
to be addressedmost adults spend a significant amount of time working, and yet only 20 percent
of them are highly engaged in their work (Ergle, 2015, p. 219) and utilizing gamification as a
solution could prove very successful. integrating games into everyday organizational activities
GAMIFICATION FOR ADULTS 15
may serve to empower participants to expand their capacities and evolve their perspectives even
in relatively mundane settings, such as assembly lines or routine office work (Oravec, 2015, p.
8). There has been great success with using gamification The presence of a rich creative
efficiency of the organisation (Vinichenki et al, 2016, p.9). In the study conducted by Turan et
al (2016) they concluded that gamification can increase both cognitive load and achievement
levels, and students generally have positive thoughts regarding gamification strategies (p.68).
These studies with students and studies coupled with observations such as those by Vinichenki et
al (2016), in the course of the games, most optimal solutions are elaborated to solve business
tasks (p. 11) the literature shows that gamification when utilized with proper intentions and
strategies in place, can engage learners and employees, and be very useful tools to managers and
References
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