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1-4 of 4
Keywords: Gamification
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Journal Articles
Exploring the impact of gamification on employee training and development: a comprehensive literature review
Open Access
Journal:
Journal of Workplace Learning
Journal of Workplace Learning (2025) 37 (9): 206–224.
Published: 27 November 2025
...Samuel Ojobo Uwakwe Udeh; Ayman Tobail; John Crowe; Wael Rashwan Purpose The primary purpose of this study is to explore and critically evaluate existing research on the application of gamification in employee training and development. By synthesising current empirical and theoretical evidence...
Journal Articles
Game on! Antecedents and consequents of gamification in the workplace
Available to Purchase
Journal:
Journal of Workplace Learning
Journal of Workplace Learning (2025) 37 (2): 153–170.
Published: 17 December 2024
...Madalena Ribeiro e Silva; Joana Carneiro Pinto Purpose The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach The proposed model includes factors from...
Journal Articles
Journal:
Journal of Workplace Learning
Journal of Workplace Learning (2024) 36 (7): 516–538.
Published: 25 June 2024
...Amir Haj-Bolouri; Jesse Katende; Matti Rossi Purpose The reemergence of immersive virtual technology (IVR) provides both opportunities and challenges for workplace learning (WPL). The purpose of this study is to explore and develop knowledge about how gamification influences the WPL experience...
Includes: Supplementary data
Journal Articles
Game principle: enhancing learner engagement with gamification to improve learning outcomes
Available to PurchaseSixia Liu, Gang Ma, Promise Tewogbola, Xieting Gu, Peng Gao, Bin Dong, Dantong He, Weiguo Lai, Yihua Wu
Journal:
Journal of Workplace Learning
Journal of Workplace Learning (2023) 35 (5): 450–462.
Published: 07 June 2023
...Sixia Liu; Gang Ma; Promise Tewogbola; Xieting Gu; Peng Gao; Bin Dong; Dantong He; Weiguo Lai; Yihua Wu Purpose This study aims to examine how incorporating gamification elements into an offline training program influences learner engagement and learning outcomes in a non-academic, organizational...
