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dc.contributor.authorPalmquist, Adam
dc.date.accessioned2023-11-01T07:25:13Z
dc.date.available2023-11-01T07:25:13Z
dc.date.created2023-09-22T13:36:22Z
dc.date.issued2023
dc.identifier.citationPalmquist, A. (2023). Stakeholders’ design preferences for instructional gamification. Behaviour and Information Technology. doi:en_US
dc.identifier.issn1362-3001
dc.identifier.urihttps://hdl.handle.net/11250/3099878
dc.description.abstractThere is increasing interest in incorporating game design elements in workplace learning, known as instructional gamification. Despite initial positive indications, there is still a need for a deeper understanding of how organisational stakeholders play a role in implementing instructional gamification. This study employed an explanatory sequential mixed-methods approach to identify and understand stakeholders’ instructional gamification design preferences and how these preferences might impact their endorsement of instructional gamification. A survey of 231 individuals at a software company was conducted to gather data on stakeholders’ preferences for instructional gamification. This was followed by in-depth interviews with eight employees to further enhance the understanding of stakeholders’ instructional gamification design preferences. The quantitative findings revealed four interrelated factors concerning the instructional gamification design preferences of the three stakeholder groups. However, the qualitative findings revealed that the stakeholder groups interpreted the items differently. By integrating the quantitative and qualitative findings, the study provides a comprehensive understanding of the factors that enable or hinder stakeholders’ endorsement of instructional gamification in workplace learning. The study also presents four design propositions that facilitate stakeholder endorsement of gamified learning artifacts. The findings have both theoretical and practical implications for designing and implementing instructional gamification in workplace learning environments.en_US
dc.language.isoengen_US
dc.publisherTaylor & Francisen_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.subjectArbeidsplasslæringen_US
dc.subjectWorkplace learningen_US
dc.subjectFaktoranalyseen_US
dc.subjectFactor Analysisen_US
dc.subjectWork place learningen_US
dc.subjectWorkplace learningen_US
dc.subjectKombinasjonsstudieen_US
dc.subjectMixed methodsen_US
dc.subjectDesign av informasjonssystemeren_US
dc.subjectDesign of information systemsen_US
dc.subjectTeknologi og designen_US
dc.subjectDesign & Technologyen_US
dc.titleStakeholders’ design preferences for instructional gamificationen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.rights.holder© 2023 The Authoren_US
dc.subject.nsiVDP::Systemutvikling og -arbeid: 426en_US
dc.subject.nsiVDP::System development and design: 426en_US
dc.subject.nsiVDP::Systemutvikling og -arbeid: 426en_US
dc.subject.nsiVDP::System development and design: 426en_US
dc.subject.nsiVDP::Systemutvikling og -arbeid: 426en_US
dc.subject.nsiVDP::System development and design: 426en_US
dc.source.pagenumber33en_US
dc.source.journalBehaviour and Information Technologyen_US
dc.identifier.doi10.1080/0144929X.2023.2255905
dc.identifier.cristin2177960


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Navngivelse 4.0 Internasjonal
Except where otherwise noted, this item's license is described as Navngivelse 4.0 Internasjonal