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How a company's gamification strategy influences corporate learning: A study based on gamified MSLP (Mobile social learning platform)

机译:公司的群体策略如何影响企业学习:基于游戏MSLP的研究(移动社会学习平台)

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摘要

Advances in personal devices and communication technologies have changed the learning landscape. Gamification is the use of technology to promote and induce the user's internal motivation by exploiting the game's characteristics. Recently, mobile learning applications introduce various gamification strategies to provoke users' voluntary participation. However, empirical evidence on how to attract users and influence sustained usage is limited. This study establishes a theoretical basis for designing learning applications and discusses its impact on business. A series of gamification strategies such as Competition, Challenge, Compensation, Relationship, and Usability, were applied to a company's Mobile Social Learning Platform (MSLP). A survey result of 293 users from South Korea was used for the advanced mediation model analysis. The result showed that Challenge, Relationship, and Usability had affected Flow and Continuous usage intention. This paper argues that the user's usage intention will have a positive effect on voluntary learning. It also provides a significant implication for organizational effectiveness through the development and application of mobile learning platform.
机译:个人设备和通信技术的进步改变了学习景观。游戏处理是利用技术来促进和诱导用户的内部动机,利用游戏的特点。最近,移动学习应用介绍了各种娱乐战略,以引发用户的自愿参与。但是,有关如何吸引用户和影响持续使用的经验证据有限。本研究为设计学习申请制定了理论依据,并探讨了对业务的影响。一系列竞争,挑战,赔偿,关系和可用性等娱乐策略被应用于公司的移动社会学习平台(MSLP)。来自韩国293名用户的调查结果用于高级中介模型分析。结果表明,挑战,关系和可用性影响了流动和连续使用意图。本文认为,用户的使用意图将对自愿学习产生积极影响。它还通过移动学习平台的开发和应用来提供组织效益的显着意义。

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