Gamification as an estrategy for rraining and development
DOI:
https://doi.org/10.21710/rch.v14i0.211Keywords:
Training & Development. Gamification. Strategy. Human Resources.Abstract
The aim of this research was investigate how gamification can help to generate solutions for Training and Development area, identifying its concepts, how and why apply it in training programs. The research instrument used was the literature review on exiting information about gamification, training and development. The research has an exploratory nature, with the aim of improving the ideas on the training models. The results compared the traditional models of training to training based upon the gamified systems. It concluded that gamified systems show better results than more traditional systems.
References
CHERRY, M.A. The Gamification of Work. Hofstra Law Review, v. 40, Iss. 4, Article 2, 2012.
DALE, E. Audio-Visual Methods in Teaching. 3. ed. New York: Holt, Rinehart & Winston, 1969.
DELORS, J. Educação: um tesouro a descobrir. 4. ed. São Paulo: Editora Cortez, 2000.
DETERDING, S.; SICART, M.; NACKE, L.E.; O’HARA, K.; NIXON, D. Gamification: Using Game Design Elements in Non-gaming Contexts. Proc. of the 2011 Annual Conference on Human factors in Computing Systems, 2011.
GIL, A.C. Como elaborar projetos de pesquisa. São Paulo: Atlas, 1991.
HUIZINGA, J. Homo ludens: o jogo como elemento da cultura. 2. ed. São Paulo: perspectiva, 1980.
JOHNSON, S. Surpreendente! A televisão e o videogame nos tornam mais inteligentes. Rio de Janeiro: Campus Elsevier, 2005.
KAPP, K.M.; BLAIR, L.; MESCH, R. The Gamification of Learning and Intruction Fieldbook: Ideas into practice. Hoboken: Wiley, 2013.
KIRRIEMUIR, J.; MCFARLANE, A. Literature Review in Games and Learning. Bristol: Futurelab, 2004. 39p. Disponível em: <http://www2.futurelab.org.uk/resources/documents/lit_reviews/Games_Review.pdf> . Acesso em: 9 jul. 2015.
KOLB, D.A.; RUBIN, I.M.; McINTYRE, J.M. Psicologia Organizacional: Uma Abordagem Vivencial. Trad. Edi Gonçalves de Oliveira. São Paulo: Editora Atlas, 1978.
LAKATOS, E.M.; MARCONI, M. de A. Fundamentos de metodologia científica. 5. edição São Paulo: Atlas, 2003.
LIMA, R.S. SENAI-Bahia: e-learningna indústria – uma experiência pioneira. In: TERRA, J.C.C. (Org.). Gestão do conhecimento e e-learning na prática. Rio de Janeiro: Elsevier, 2003.
LOCKWOOD, N.R. Leveraging employee engagement for a competitive advantage. Alexandria: Society for Human Resource Management, 2007.
MARCZEWSKI, A. Gamification: A Simple Introduction & a Bit More. 2. ed. Tumwater: Amazon, 2013. E-book.
MARRAS, J.P. Administração de Recursos Humanos: Do Operacional ao Estratégico. 4. ed. São Paulo: Futura, 2001.
MAUCH, J.E.; BIRCH, J.W. Guide to the successful thesis and dissertation: a handbook for students and faculty. 4. ed. New York: Marcel Dekker, 1998.
MAXIMIANO, A.C.A.A. Introdução à Administração. 5. ed. São Paulo: Atlas, 2000.
MCGONIGAL, J. A realidade em jogo: porque os games nos tornam melhor e como eles podem mudar o mundo. Rio de Janeiro: Best Seller, 2012.
MILKOVICH, G.T.; BOUDREAU, J. Administração de recursos humanos. São Paulo: Atlas, 2000.
OLIVEIRA, D. de P.R. de. Planejamento Estratégico: conceitos, metodologia e práticas. 23. ed. São Paulo: Atlas, 2007.
PENENBERG, A.L. Play at work: how games inspire breakthrough thinking. New York: Portifolio/Penguin, 2013.
PORTER, M. Vantagem Competitiva. Rio de Janeiro: Campus, 1991.
REEVES, B.; READ, J.L. Total Engagement: How Games and Virtual Worlds Are Changing the Way People Work and Businesses Compete. Boston: Harvard Business Review Press, 2009.
ROBBINS, S.P. Comportamento Organizacional. 9. ed. São Paulo: Prentice Hall, 2002.
SCHAUFELI, W.B.; BAKKER, A.B. Job demands, job resources, and their relationshipwith burnout and engagement: A multi-sample study. Journal of Organizational Behavior, v. 25, p. 293-315, 2004.
SILVA, R.F.L. E-RH em um ambiente global e multicultural. Brasília: Senac-DF, 2009.
TELLES, M.Q. et al. Vivências integradas com o meio ambiente. São Paulo: Sá Editora, 2002.
VERGARA, S.C. Projetos e relatórios de pesquisa em administração. 3. ed. São Paulo: Atlas, 2000.
VIANA, Y. et al. Gamification, Inc: como reinventar empresas a partir de jogos. Rio de Janeiro: MJV Press, 2013.
ZICHERMANN., G.; LINDER, J. The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition. McGraw-Hill Professional Publishing, 2013.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2015 Revista CientÃfica Hermes - FIPEN
This work is licensed under a Creative Commons Attribution 4.0 International License.