Cited by 74Educational Games and GamificationCompetency Development and EvaluationInnovative Education and Learning Practices

Fostering Development of Work Competencies and Motivation via Gamification

Sailer, Michael, Hense, Jan, Mandl, Heinz, Klevers, Markus·2017·Technical and Vocational Education and Training: Issues, Concerns and Prospects

Integrity signals

Registry

Crossref · 10.1007/978-3-319-41713-4_37

Cites

9 of 9 references verified0 citation errors · 0 not checkable

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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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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
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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