Five key areas to consider before using gamification in learning and development.

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    • Abstract:
      Purpose: The purpose of this paper is to inform readers about the use of gamification and active learning as effective learning methods, particularly in hybrid, diverse and global organisations. Design/methodology/approach: This study takes an advisory approach based upon experienced delivery of blended learning and gamification in an human resources (HR), training and development environment. Findings: The introduction of gamification and blended learning is like any other method of development. It is only as good as the planning. Gamification as a novel way of learning will not last the distance without setting objectives, planning how to reach them, evaluation and ongoing support for behavioural change. Originality/value: To the best of the authors' knowledge, this paper is the viewpoint of the author and has not been published elsewhere. [ABSTRACT FROM AUTHOR]