![](https://editlib-media.s3.amazonaws.com/sources/ELEARN.png)
Increasing Employee Productivity through Gamification and Blended Learning
PROCEEDINGS
Kelly Unger, Dave Schwartz, Jaime Foucher, Ford Motor Company, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Las Vegas, NV, USA ISBN 978-1-939797-05-6 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
Abstract
An information technology operations team was tasked with increasing the productivity of its employees through the use of its digital office productivity and communication tools to address four key business needs. The team developed a low cost and short lead time solution in-house which incorporated a blended learning approach with gaming strategies. This paper is a report on how a global automotive company implemented a digital self-learning program to increase employee productivity through engagement and how it positively impacted its corporate learning culture.
Citation
Unger, K., Schwartz, D. & Foucher, J. (2013). Increasing Employee Productivity through Gamification and Blended Learning. In T. Bastiaens & G. Marks (Eds.), Proceedings of E-Learn 2013--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 2538-2545). Las Vegas, NV, USA: Association for the Advancement of Computing in Education (AACE). Retrieved August 6, 2024 from https://www.learntechlib.org/primary/p/115272/.
© 2013 Association for the Advancement of Computing in Education (AACE)
Keywords
References
View References & Citations Map- Chin, J., Dukes, R., & Gamson, W. (2009). Assessment in Simulation and Gaming: A Review of the Last 40 Years. Simulation& Gaming, 40(4), 553-568.
- Epstein, D. (2013) Game-Based Simulation for Cross-Cultural Decision Making Training. Human Factors and Ergonomics in Manufacturing, Mar.-Apr. 2013: 85+.
- Gormley, J. (2012). Ford IT Research Bytes: Shall We Play a Game? Retrieved from: https://comm.sp.ford.com/sites/researchcomm/ResearchBriefs/BYTE-Shall_we_Play_A_Game.pdf JobStock.com (2012). What is employee engagement? Retrieved from: http://www.jobstock.com/blog/what-isemployee-engagement/
- Keller, J.M. (2009). Motivational design for learning and performance: The ARCS model approach. New York: Springer.
- Lee, Y., Heeter, C., Magerko, B., & Medler, B. (2012). Gaming Mindsets: Implicit Theories in Serious Game Learning. Cyberpsychology, Behavior& Social Networking, 15(4), 190-194.
- Mason, R., & Rennie, F. (2008). E-learning and social networking handbook: Resources for higher education. New York: Routledge.
- Nadolski, R.J., Hummel, H.K., van den Brink, H.J., Hoefakker, R.E., Slootmaker, A., Kurvers, H.J., & Storm, J. (2008). EMERGO: A methodology and toolkit for developing serious games in higher education. Simulation& Gaming, 39(3), 338-352. Doi:10.1177/1046878108319278
- Oliver, M. & Trigwell, K. (2005). Can ‘blended learning’ be redeemed? E-learning, 2(1), 17-26.
- Robinson, J. (2011). The Power of Serious Play. People& Strategy, 34(3), 9.
- Social Business News (2012). The Connection between employment brand and employee engagement. Retrieved from: http://www.socialbusinessnews.com/the-connection-between-employment-brand-and-employee-engagementinfographic/
- Sitzmann, T. (2011). A Meta-Analytic Examination of the Instructional Effectiveness of Computer-Based Simulation Games. Personnel Psychology, 64(2), 489-528.
- Stainton, A.J., Johnson, J.E., & Borodzicz, E.P. (2010). Educational Validity of Business Gaming Simulation: A Research Methodology Framework. Simulation& Gaming, 41(5), 705-723.
- Turbett, J. (2010). Digital Games: Serious fun, serious learning outcomes. Training& Development In Australia, 37(5), 026-027.
- Unger, K. (2012). Examining the factors of a technology professional development intervention. (Doctoral Dissertation) Retrieved from ProQuest Dissertations and Theses (Accession Order Number 3503933). Van Eck (ed), Richard. (2010). Interdisciplinary models and tools for serious games: emerging concepts and future directions. [Books24x7 version] Available from http://common.books24x7.com/toc.aspx?bookid=35006
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to References