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

Rebecca Parkerson (University of Arkansas, Fayetteville, Arkansas, USA)

Strategic HR Review

ISSN: 1475-4398

Article publication date: 30 May 2023

Issue publication date: 27 July 2023

178

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.

Keywords

Citation

Parkerson, R. (2023), "Five key areas to consider before using gamification in learning and development", Strategic HR Review, Vol. 22 No. 4, pp. 115-120. https://doi.org/10.1108/SHR-01-2023-0005

Publisher

:

Emerald Publishing Limited

Copyright © 2023, Emerald Publishing Limited

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