Fostering Development of Work Competencies and Motivation via Gamification
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Creating a gamification environment that allows learners to engage in both competitive and collaborative interaction can be beneficial for improving learners' quality of performance and skills.
“Further, creating a gamification environment that allows learners to engage in both competitive and collaborative interaction can be beneficial: Letting learners work together in teams, while competing with other teams, can help to improve learners' quality of performance and skills (e.g., Sailer et al. 2017b).”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Sailer et al. 2017b
For interventions focusing on behavioral learning outcomes, including game fiction is promising; introducing a fictional game world combined with an avatar system can help foster learners' skills.
“Second, when considering interventions focusing on behavioral learning outcomes, including game fiction is promising; for example, introducing a fictional game world, which is relevant throughout the gamified intervention, combined with an avatar system, which allows for developing an avatar over time, can help to foster learners' skills (e.g., Sailer et al. 2017b).”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Sailer et al. 2017b
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The "what" and "why" of goal pursuits: Human needs and the self-determination of behavior
Deci, E. L., & Ryan, R. M. (2000) · Psychological Inquiry · doi:10.1207/s15327965pli1104_01 · Cited by 34,210 · see citing works
Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions
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Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Hamari, J., Koivisto, J., & Sarsa, H. (2014) · 2014 47th Hawaii International Conference on System Sciences · doi:10.1109/hicss.2014.377 · Cited by 5,201 · see citing works
Gamification in theory and action: a survey
Seaborn, K., & Fels, D. I. (2015) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2014.09.006 · Cited by 2,515 · see citing works
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Transfer of Training: A Meta-Analytic Review
Blume, B. D., Ford, J. K., Baldwin, T. T., & Huang, J. L. (2010) · Journal of Management · doi:10.1177/0149206309352880 · Cited by 1,477 · see citing works
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Glued to Games: How Video Games Draw Us In and Hold Us Spellbound
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The gamification of learning: a meta-analysis
Sailer, M., & Homner, L. (2020) · Educational Psychology Review · doi:10.1007/s10648-019-09498-w · Cited by 1,458 · see citing works
Self-citationRatinho, E., & Martins, C. (2023) · Heliyon · doi:10.1016/j.heliyon.2023.e19033 · Cited by 221 · see citing works
- Authors
- Sailer, M., Hense, J., Mandl, H., & Klevers, M.
- Affiliations
- Ludwig-Maximilians-Universität München (DE)
- Justus-Liebig-Universität Gießen (DE)
- Technical University of Munich (DE)
- Corresponding author
- Sailer, Michael
- Venue
- Technical and Vocational Education and Training: Issues, Concerns and Prospects
- Publisher
- Springer International Publishing
- Published
- 2016-09-09
- Pages
- 795-818
- ISSN
- 1871-3041 (ISSN-L)
- 2213-221X
- OpenAlex
- W2509512084
- Cited by
- 74
- References
- 9
- Citations by year
- 2026: 3 · 2025: 7 · 2024: 9 · 2023: 14 · 2022: 7 · 2021: 10 · 2020: 12 · 2019: 6 · 2018: 3 · 2017: 3
- FWCI
- 10.78
- Type
- book chapter
- Language
- en
- Update notices
- erratum (2017-04-18)
- Open access
- closed
- Locations
- Technical and vocational education and training (publishedVersion)
- OPUS (Augsburg University) (submittedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Social Psychology › Competency Development and Evaluation
- Social Sciences › Human Factors and Ergonomics › Innovative Education and Learning Practices
- Keywords
- gamification, work competencies, motivation, work-integrated learning, game elements, autonomy, competence, relatedness, intralogistics, workplace learning, competence development, points, badges, and leaderboards
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