Published Date: 01.07.2023

The Impact of Gamification on the Level of Self-Efficacy of Employees in the Process of Corporate Learning

Annotation

This article presents the results of a study aimed at studying the influence of gamification on the level of self-efficacy in the context of corporate training. Two groups of subjects participated in the experiment: an experimental group consisting of 102 363 participants who were trained in digital format using game elements, and a control group consisting of 44 523 participants who were trained in digital format without game elements. The results of the study showed an increase in the level of self-efficacy in both groups of subjects after training. The experimental and control groups demonstrated a similar effect in increasing the level of selfefficacy. This result indicates that the introduction of game elements into corporate training does not significantly affect the level of self-efficacy, however, it can minimize the negative attitude of employees to longer and more complex training programs in electronic format.




Library

1. 23. Zimmerman, B. J. Adolescents’ development of personal agency : The role of selfefficacy beliefs and self-regulatory skill / B. J. Zimmerman, T. J. Cleary // Self-efficacy Beliefs of Adolescents. — 2006. — Vol. 5. — P. 45–69.
2. 22. Yung-Fu, Wang. The key elements of gamification in corporate training / Wang Yung-Fu, Hsu Ya-Fang, Fang Kwoting // The Delphi method, Entertainment Computing. — 2022. — Vol. 40. — 100463. — <a href="https://doi.org/10.1016/j.entcom.2021.100463" target="_blank">https://doi.org/10.1016/j.entcom.2021.100463</a>
3. 21. Yanova, N. Assessment of Satisfaction with the Quality of Education : Customer Satisfaction Index / N. Yanova // Procedia — Social and Behavioral Sciences. — 2015. — Vol. 182. — P. 566–573. — <a href="https://doi.org/10.1016/j.sbspro.2015.04.782" target="_blank">https://doi.org/10.1016/j.sbspro.2015.04.782</a>
4. 20. Palmer, K. An Evaluation of MOOC Success : Net Promoter Scores / K. Palmer, C. Devers // World Conference on Educational Media and Technology. — Amsterdam, 2018. — P. 1648–1653.
5. 19. Ortiz, M. Gamification in computer programming : Effects on learning, engagement, self-efficacy and intrinsic motivation / M. Ortiz, K. Chiluiza, M. Valcke // 11th European Conference on Game-Based Learning (ECGBL) — Graz, 2017. — P. 507–514.
6. 18. Mayer, R. E. Cognitive Theory of Multimedia Learning / Richard E. Mayer // Cambridge Handbook of Multimedia Learning. — New York, 2010. — P. 31–48.
7. 17. Mali, R. R. Gamification as a Technology of talent management. / R. R. Mali // Human Progress. — 2019. — Vol. 5, № 6. — URL: <a href="http://progress-human.com/images/2019/" target="_blank">http://progress-human.com/images/2019/</a> Tom5_6/Mali.pdf (date of the application: 10.08.2023).
8. 16. Larson, K. Serious Games and Gamification in the Corporate Training Environment: a Literature Review / K. Larson // TechTrends. — 2020. — Vol. 64. — P. 319–328. — <a href="https://" target="_blank">https://</a> doi.org/10.1007/s11528-019-00446-7
9. 15. Kapp, K. M. The Gamification of Learning and Instruction : Game-based Methods and Strategies for Training and Education / K. M. Kapp. — San Francisco, 2012. — 336 p.
10. 14. Improving Learning Experiences Through Gamification : A Case Study / B. Geelan, K. de Salas, I. J. Lewis, C. E. King // Australian Educational Computing. — 2015. — Vol. 30, № 1. — URL: <a href="https://www.researchgate.net/publication/281103181_Improving_Learn" target="_blank">https://www.researchgate.net/publication/281103181_Improving_Learn</a>
11. 13. Dominici, G. How to build an e-learning product : Factors for student/customer satisfaction / G. Dominici, F. Palumbo // Business Horizons. — 2013. — Vol. 56, № 1. — P. 87–96.
12. 12. Burguillo, J. C. Using game theory and competition-based learning to stimulate student motivation and performance / J. C. Burguillo // Computers and Education. — 2010. — Vol. 55, № 2. — P. 566–575. — <a href="https://doi.org/10.1016/j.compedu.2010.02.018" target="_blank">https://doi.org/10.1016/j.compedu.2010.02.018</a>
13. 11. Branson, R. K. The Interservice Procedures for Instructional Systems Development / R. K. Branson // Educational Technology. — 1978. — Vol. 18, № 3. — P. 11–14. — URL: <a href="http://www.jstor.org/stable/44418942" target="_blank">http://www.jstor.org/stable/44418942</a> (date of the application: 10.08.2023).
14. 10. Banfield, J. Increasing Student Intrinsic Motivation and Self-Efficacy Through Gamification Pedagogy / J. Banfield, B. Wilkerson // Contemporary Issues in Education Research (CIER). — 2014. — Vol. 7, № 4. — P. 291–298. — <a href="https://doi.org/10.19030/cier." target="_blank">https://doi.org/10.19030/cier.</a>
15. 9. Bandura, A. Self-efficacy : The exercise of control / A. Bandura. — New York : W. H. Freeman and Company, 1997. — 610 p.
16. 8. Bandura, A. Self-efficacy : Toward a Unifying Theory of Behavioral Change / A. Bandura // Psychological Review. — 1977. — Vol. 84, № 2. — P. 191–215.
17. 7. A study on the effects of using gamification with the 6E model on high school students’ computer programming self-efficacy, IoT knowledge, hands-on skills, and behavioral patterns / H. S. Hsiao, J. C. Chen, J. H. Chen [et al.] // Educational Technology
18. 6. Assessing Problem-Based Learning satisfaction using Net Promoter Score in a virtual learning environment / A. Gamarra-Moreno, D. Gamarra-Moreno, A. Gamarra-Moreno, J. Gamarra-Moreno // 2021 IEEE World Conference on Engineering Education (EDUNINE). — Gu
19. Shaposhnikova, A. A. Gejmifikaciya kak novaya model` professional`nogo razvitiya personala / A. A. Shaposhnikova // Vestnik nauki i obrazovaniya. — 2016. — № 7 (19). — S. 61–64.
20. 5. Шапошникова, А. А. Геймификация как новая модель профессионального развития персонала / А. А. Шапошникова // Вестник науки и образования. — 2016. — № 7 (19). — С. 61–64.
21. Ufel`mann, V. D. Istoricheskie aspekty` razvitiya gejmifikacii / V. D. Ufel`mann, I. V. Koxova, I. N. Belogrud // Sovremennaya nauchnaya my`sl` . — 2020. — № 2. — S. 125–128.
22. 4. Уфельманн, В. Д. Исторические аспекты развития геймификации / В. Д. Уфельманн, И. В. Кохова, И. Н. Белогруд // Современная научная мысль. — 2020. — № 2. — С. 125–128.
23. Rudenko, D. S. Gejmifikaciya kak metod obucheniya v organizaciyax / D. S. Rudenko, I. V. Lavrent`eva // Obshhestvo, e`konomika, upravlenie. — 2018. — № 4. — S. 59–61.
24. 3. Руденко, Д. С. Геймификация как метод обучения в организациях / Д. С. Руденко, И. В. Лаврентьева // Общество, экономика, управление. — 2018. — № 4. — С. 59–61.
25. Interaktivnoe vzaimodejstvie i gejmifikaciya obrazovatel`nogo processa / Yu.Sh.Kapkaev, D. S. Bencz, A. A. Pozdov, A. D. Malyutina // Distancionny`e obrazovatel`ny`e texnologii : mater. III Vseros. nauch.-prakt. konf. — Yalta, 2018. — S. 26–29.
26. 2. Интерактивное взаимодействие и геймификация образовательного процесса / Ю. Ш. Капкаев, Д. С. Бенц, А. А. Поздов, А. Д. Малютина // Дистанционные образовательные технологии : матер. III Всерос. науч.-практ. конф. — Ялта, 2018. — С. 26–29.
27. Bandura, A. Teoriya social`nogo naucheniya / A. Bandura. — Moskva : Direkt-Media, 2008. — 532 s.
28. 1. Бандура, А. Теория социального научения / А. Бандура. — Москва : Директ-Медиа, 2008. — 532 с.

Other articles