You are on page 1of 3

Research Problem: How can Millennial teachers be effectively trained for leadership positions?

Gamification in Leadership Development of Millennials


Related Literature

Millennials:
 As of 2015, the largest generation in the workforce are the Millennials (Pew Research
Center, 2015).
 By 2025, 75% of the workforce will be this generation (Pew Research Center, 2015).
 The Generational Cohort theory, indicates that age groups who had similar life
experiences, such as historical events and societal changes, tend to develop similar
values, inclinations, and attributes (Strauss & Howe, 1991).
 Millennials grew up with technology, and some have accused the generation of being
lazy narcissists who feel they're entitled to everything; however, studies show that
millennials don't differ from any other generation in what they want, it's just that they
grew up in a different background where information has become available instantly
thanks to technology. (Dowdy, 2015).
 Millennials are characterized as well educated, tech-savvy, self-confident, multi-taskers
that have plenty of energy. They have high expectations for themselves, and prefer to
work in teams, rather than as individuals (Yuva, 2007).
Training Programs:
 With an effective and efficient training program, organizations can increase their
performance and competitive edge (Bernardes et. al., 2019).
Training Programs and Millennials:
 traditional classroom lecturing, and traditional training manuals are not very effective on
the Millennial generation where only 6% of Millennials value classroom type training
(PWC, 2011).
 Millennials crave variety in media and are born multitaskers, so they can't just sit and
listen to a talking head, the way earlier generations used to (Novotney, 2010).
Gamification of Training:
 The "gamification of training" means using game design techniques in a non-game
situation to engage users and reinforce a specific skill or concept. (Lawrence, 2018).
 International pharmaceutical giant AstraZeneca explored using a voluntary, game-based
learning system to get 500 sales agents up to speed about a new drug. Usage rates were
extremely high (97%), and 95% of the users completed each teaching session. Most of
the agents were also using the game outside of working hours. It proved to be an effective
team-building tool that educated, focused, and energized the sales force. (Lawrence,
2018).
 Leadership development is best acquired through experience and reflection, yet many
traditional leadership training programs are unable to deliver this type of learning
opportunity. (Monahan et al., 2016).
 According to Tariq et. al. (2021), employees are entering leadership positions earlier in
their careers than in the past. Which often results to a lot of trial and error with mishaps
and derailment due to a lack of experience. Which games and simulations can address.
 In an article posted in the DepEd Schools Division of Aurora (n.d.), the author, likened
Mobile Legends to Management and Leadership.
 Effective leadership is an important factor for school success (Garza et. al., 2014).
References

Abad, M. K. I. (n.d.) Mobile Legends (ML) and Management and Leadership (ML): Akin,
yet Different. Department of Education Schools Division of Aurora.
https://depedaurora.ph/aurora/2021/03/02/mobile-legends-ml-and-management-and-
leadership-ml-akin-yet-different/

Bernardes, R.F., Guzzo, R.F., and Madera, J.M. (2019). Millennial Attitudes Toward Online
and Traditional Training Methods: The Role of Training Utility and Satisfaction. Cornell
Hospitality Quarterly.
https://www.researchgate.net/publication/332478514_Millennial_Attitudes_Toward_Online_
and_Traditional_Training_Methods_The_Role_of_Training_Utility_and_Satisfaction

Dowdy, L. (2015). Why do millennials get such a bad rap at work? CNBC.
https://www.cnbc.com/2015/04/20/are-millennials-lazy-entitled-narcissists.html

Garza, E., Drysdale, L., Gurr, D., Jacobson, S., & Merchant, B. (2014). Leadership for school
success: Lessons from effective principals. The International Journal of Educational
Management.https://www.researchgate.net/publication/274264958_Leadership_for_school_s
uccess_Lessons_from_effective_principals

Lawrence, D.R. (2018, October 18). Using Gamification to Train Millennials. EHS Today.
https://www.ehstoday.com/safety-technology/article/21919835/using-gamification-to-train-
millennials

Monahan, K., Harr, C., Knight, M., and Crump, J. (2016). Gaming away the leadership gap:
Linking gamification and behavioral science to transform leadership development. Deloitte
University Press. https://www2.deloitte.com/content/dam/insights/us/articles/gaming-away-
leadership-gap-developing-leaders/DUP_3072_GamingAwayLeadershipGap.pdf

Novotney, A. (2010). Engaging the millennial learner. American Psychological Association,


41(3), 60. https://www.apa.org/monitor/2010/03/undergraduates

Pew Research Center. (2015). Labor Force Composition by Generation.


https://www.pewresearch.org/short-reads/2018/04/11/millennials-largest-generation-us-
labor-force/ft_15-05-04_genlaborforcecompositionstacked-2/

PWC. (2011). Millennials at work: Reshaping the workplace.


https://www.pwc.com/co/es/publicaciones/assets/millennials-at-work.pdf

Sousa, M.J. and Rocha, A. (2019). Leadership styles and skills developed through game-
based learning. Journal of Business Research. 94, 360-366.
https://doi.org/10.1016/j.jbusres.2018.01.057
Strauss, W. and Howe, N. (1991). Generations: The history of America’s Future, 1584 to
2069. New York: William Morrow & Company.
https://books.google.com.ph/books/about/Generations.html?
id=oOztAAAAMAAJ&redir_esc=y

Tariq, M. U., and Abonamah, A. A. (2021). Role of Game-Based Teaching in Leadership


Skills Development. Academy of Entrepreneurship Journal. 27 (2), 1-15.
https://www.abacademies.org/articles/role-of-gamebased-teaching-in-leadership-skills-
development.pdf

Yuva, J. (2007). Corporations should know Y. Inside Supply Management.


http://www.deloitte.com/dtt/cda/doc/content/dtt_dr_insidesupplymgmt080107.pdf.

You might also like