首页> 外文会议>International Technology, Education and Development Conference >(2007) THE EFFECT OF THE GAMIFICATION ON MOTIVATION AND ACHIEVEMENT OF EMPLOYEES OF IT DEPARTMENT OF A BANK: SAMPLE OF KUWAIT TURKISH PARTICIPATION BANK
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(2007) THE EFFECT OF THE GAMIFICATION ON MOTIVATION AND ACHIEVEMENT OF EMPLOYEES OF IT DEPARTMENT OF A BANK: SAMPLE OF KUWAIT TURKISH PARTICIPATION BANK

机译:(2007)粮食化对银行IT部雇员的动机和实现的影响:科威特土耳其参与银行的样本

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Motivation has an important effect on learning and achievement. Motivation has been described as a power that moves the individual for a specific purpose and also increases the desire to work. In large IT work groups, employees do not be willing to take placement tests because of their lack of motivation. However, studies show that placement tests can help the IT department managers to detect a lack of knowledge and training in specific areas. Nowadays, there are many tools that help enhancing motivation in people. One of the popular motivation tools is called gamification. Gamification is a powerful motivation tool which can be used in different disciplines such as education, marketing, management etc. Gamification can help to increase motivation of people who are attempting to learn something. With gamification, boring and relatively difficult tasks such as tests, can be done more quickly and in a way, that is fun. Gamification is described as the application of typical elements of game playing to other areas of activity to promote engagement with a product or service. The purpose of this paper is to understand the general knowledge of gamification in business life. We are working in IT department of a bank in Turkey. IT department has 300+ employees within 6 different sub departments. There is a classical web based education system in our bank. However, it is not very effective or attractive to make employees as it is very cut and dry. After all, we aimed to find a more effective and attractive method based on gamification. We wanted to investigate the effects of gamifying on the employees to see how it affected their motivation level and engagement in the workplace. We organized a knowledge competition called Business Oriented Architecture (BOA) Olympics. To do this, we used Kahoot as gamification tool. We asked the employees who work at IT Department, to prepare and send back questions to us based on their work areas. We received 145 questions of total and then separated questions into 3 difficulty levels where each level had 15 questions. All responses were collected using Kahoot. After the competition, we shared a short satisfaction survey with the employees which included 31 questions. Our results showed that 55 responders filled out the survey. Based on these results, we can conclude that the motivation level of the IT employees is 91%, the satisfaction level is high and %98 of employees are willing to participate the next Olympics. Moreover, analysis of the Kahoot results shows which sub department is lacking knowledge compared to other sub departments. This study may serve as suggestion for future research that will use gamification in business life. *BOA (Business Oriented Architecture) is Kuwait Turkish Participation Bank’s main banking application name.
机译:动机对学习和成就有重要影响。动机被描述为使个人以特定目的移动的动力,并且还增加了工作的愿望。在大型IT工作组中,员工因其缺乏动力而愿意采取安置测试。然而,研究表明,放置测试可以帮助IT部门经理检测特定领域缺乏知识和培训。如今,有许多工具可以帮助提高人们的动力。其中一个流行的动机工具称为游戏。游戏是一种强大的动机工具,可用于教育,营销,管理等的不同学科。博彩可以帮助增加试图学习某事的人的动力。通过娱乐,诸如测试的乏味和相对困难的任务,可以更快地完成,这种方式更快,即乐趣。游戏化被描述为游戏典型元素的应用播放给其他活动领域,以促进与产品或服务的参与。本文的目的是了解商业生活中的游戏的一般知识。我们正在土耳其的银行部门工作。 IT部门在6个不同的子部门内拥有300多名员工。我们银行有一个经典的基于Web的教育系统。然而,使员工非常有效或有吸引力,因为它非常切割和干燥。毕竟,我们旨在找到基于游戏化的更有效和更具吸引力的方法。我们希望调查博彩对员工的影响,看看它如何影响其动机水平和工作场所的参与。我们组织了一个叫做商业架构(BOA)奥运会的知识竞赛。为此,我们使用Kahoot作为Gamification工具。我们向员工询问在IT部门工作,根据其工作领域准备和向美国寄回问题。我们收到了145个问题,然后将问题分解为3个难度级别,其中每个级别有15个问题。使用kahoot收集所有反应。比赛结束后,我们与员工分享了一个缺少31个问题的员工的缩短调查。我们的研究结果表明,55名响应者填写了调查。根据这些结果,我们可以得出结论,IT员工的动机水平为91%,满意度高,员工的%98人愿意参加下一个奥运会。此外,与其他子部门相比,Kahoot结果的分析表明,与其他子部门相比缺乏知识。本研究可作为未来研究的建议,这些研究将在商业生活中使用娱乐。 *蟒蛇(以商业为导向的架构)是科威特土耳其参与银行的主要银行申请名称。

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