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IMPLEMENTATION OF THE GAMIFICATION CONCEPT IN COMPANIES FOR DEVELOPMENT OF

EMPLOYEE ABILITY

Abstract

The development of Information Technology currently supports changes in the learning system on e-
Learning systems. E-Learning is not only used in educational institutions but can be applied to
companies to develop the knowledge and skills of their employees. Conventional E-Learning in
companies provides online class features, online examinations, and reporting employee achievements
for leaders. Getting a significant influence, e-learning should not only present material, questions, and
scores after answering an exam but can be further developed from it. In this article, we will analyze the
parts in applying the gamification feature to improve the company's e-learning system. Gamification is
defined as the application of game design elements in the context of the relationship with the role of
work in the company with the intention of modifying behavior, motivating and attracting people, by
utilizing human motivation in the game. This application is expected to increase the motivation of
participants in participating in other trainings in line with increasing employee performance.

1. Introduction Learning participants must complete the tasks


given through various stages provided by e-
E-Learning is a utilization of information Learning. In delivering learning material to get a
technology in the learning process. The purpose significant influence, e-learning should not only
of e-Learning is to increase the knowledge and present material, questions, and scores after
abilities of the participants. The development of answering an exam but can be further
information technology currently supports developed from it so that the delivery is more
changes in the learning system of e-Learning fun, easy to remember, and the knowledge
systems for companies to improve the quality of gained is applied in the company.
company employees. These changes are based
on the concept of conventional e-learning which Gamification is defined as the application of
is considered not maximally to achieve learning game design elements in the context of the
success. This is certainly a concern for relationship with the role of work in the
companies to develop the knowledge and company with the intention of modifying
capabilities of their employees. The employee behavior, motivating and attracting people, by
training process certainly requires an effective utilizing human motivation in the game.
and enjoyable way of learning for employees so Gamification has been incorporated with
that later this will be an advantage for the commercial success into Web
company in running and developing the applications, especially social ones, as a way to
company's business. create narrow relationships between the
application and the users, and to drive viral
Some parts of the e-Learning system are behaviors on them to increase the application's
classes, material giving, and assignments. The e- popularity [12]. Some different types of E-
Learning systems are CBTs (Computer One way of training that can be given is e-
Based Training), CSCLs (Computer Supported Learning. This training uses information
Collaborative Learning) and LMSs technology which can be done online. All
(Learning Management Systems). The latter are material will be provided according to the
systems being used as administrative support position and work of the employees.
tools at educational institutions all over the
world [12]. This application is expected to In line with the development of e-Learning,
gamification is a concept that can be applied in
increase the motivation of participants in
participating in other trainings in line with e-Learning to improve the effectiveness of
delivering material in the learning process
increasing employee performance.
within it. Gamification is a trend that has
2. Method recently received a lot of attention while this
concept has long been made before.
This article uses the literature study method in Gamification is the addition of game elements
obtaining data and discusses how the and the game mechanism into something that is
application of gamification on e-Learning not a game in this case but a training. The flow
companies from various articles collected experience in game-based learning, game flow
related to gamification. theory, is argued to be one of the most
3. Discussion important contributors for the learning and
engagement in the game [8].
The company has a stake in helping employees
develop their organizational skills, skills and gamification in talent acquisition as the
knowledge. The company also has a role to application of game elements (such
motivate employees to always develop their as leaderboards and badges) during stages of
abilities. This is so that companies and the talent acquisition process to
individuals can achieve the Company's goals engage prospective employees and provide a
with increasing performance. Companies have delightful candidate experience [5]. In the
the opportunity to develop the potential of context of e-Learning the presentation with the
each employee, one of which is the company application of gamification uses using game
can hold a training for its employees. Training elements such as storytelling that presents
certainly becomes a very challenging thing but material using the story line. The presentation
has a good impact if it is successfully applied to of questions uses interactions other than
the company. multiple choices, namely drag and drop, answer
sorting, and true false features from card stack
It is also a concern for the motivation and simulations. Presentation of material and
interests of the trainees. The more motivated questions is wrapped in an attractive
participants are towards the training, the better appearance such as the appearance of a
the results of the training completion. But dynamic and not rigid game. The achievements
cognitive learning and the acquisition of new of the participants are not only shown through
abilities cannot be obtained without natural value figures, to make it more interesting, the
motivation and interest from humans. gamification concept uses a progress bar to
show the achievements and development of e-
Learning participants. The value obtained in motivation and interest of employees in
each test is displayed with a credit point and gift participating in training. This is a determinant of
giving in the form of certificate. Assessment the success of a training held. As for the
history will still be seen to help participants company, the employees are asset that affect
evaluate evaluations that have been sustainability is the basis for targeting the
completed.Based on the results of the research development of talents, abilities, and skills of its
conducted from various case study rooms. employees.
Gamification can be used in the context of
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