1- PhD in HRM, Dept. of Management and Accounting, Farabi Campus, Tehran University, Qom, Iran (Corresponding Author)
2- Full Professor, Dept. of Management and Accounting, Farabi Campus, Tehran University, Qom, Iran. , matin@ut.ac.ir
3- Assistant Professor, Dept. of Management and Accounting, Farabi Campus, Tehran University, Qom, Iran.
Abstract: (21722 Views)
Today, with the arrival of the new generation of workforce in organizations, one of the most important concerns that any organization faces is low level of motivation and reduced employee participation in training courses. In order to solve this problem, one of the techniques to improve employee interaction with the training course is to use a new approach called gamification. In this way, learners' motivation to participate in training courses and, consequently, the effectiveness of the training course will be increased. The present study aims to identify the challenges of gamification design in human resource training courses based on the experiences of gamification and game experts. In accordance with this goal, a qualitative research project of the inductive theme analysis type has been adopted. Data collected from face-to-face interviews were analyzed and coded according to Clark and Brown's six-step procedure (2006). A total of 190 open codes were identified in the findings, in 23 sub-themes and 5 main themes behavioral dimensions of gamification design, organizational dimensions of gamification design, technical dimensions of gamification design, various aspects of gamification design, executive requirements of gamification design. Therefore, it is expected that by using this model, effective gamified training courses can be designed in the organization that will be useful in training the human resources of the millennial generation.
Article Type:
Qualitative Research |
Subject:
Organizational Behavior and Human Resource Management Received: 2020/05/14 | Accepted: 2021/01/26 | Published: 2021/06/15