Gamification of crucial subordinate skills training in working life
Vaaheranta, Vilma (2018)
Vaaheranta, Vilma
Satakunnan ammattikorkeakoulu
2018
All rights reserved
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2018061013355
https://urn.fi/URN:NBN:fi:amk-2018061013355
Tiivistelmä
The purpose of this thesis was to explain how gamification can be utilized when learn-ing crucial subordinate skills. The term gamification, its advantages and challenges are determined in this paper. Furthermore, subordinate skills are discussed together with the responsibilities and rights of employee. Finally, factors influencing on work well-being are described.
The above-mentioned subjects were covered to be able to create content for game-like working place training. The project was done in cooperation with company called Varamiespalvelu. The results of the project made by the author can be found as attach-ments. The created content includes subordinate skills, different sectors of work well-being such as rest, nutrition, exercise and work environment. Tasks in training encom-pass also improvement ideas for work wellbeing. The thesis was made about this spe-cific topic because usage of gamification is increasing, and work wellbeing gain more and more attention all the time.
Relevant theory was searched from many different sources, books, webpages, videos, articles and blog posts. Both English and Finnish sources were used. Main phases of the thesis were theory collection, creating content for the training and analyzing the experiences of first users. The training experiences of the first users were collected by questionnaires.
When it comes to research methods, a qualitative approach was chosen to be most suitable for study. Five university students tested the training and answered to the questionnaire about their experiences of the training. The purpose was to figure out the general user experience, what was good, was the training useful, if there was some-thing missing, what were the advantages the training was implemented by using gam-ification and to gain development ideas.
Questionnaire results confirmed gamification is interesting and meaningful way to learn subordinate skills. One of the best sides of it was it can be played in own speed and continued whenever it is suitable for an employee. Many testers reported that in comparison to lectures, gamification was more interesting since it required own activity. There occurred several development ideas. Ideas concerned to both content and user interface.
The above-mentioned subjects were covered to be able to create content for game-like working place training. The project was done in cooperation with company called Varamiespalvelu. The results of the project made by the author can be found as attach-ments. The created content includes subordinate skills, different sectors of work well-being such as rest, nutrition, exercise and work environment. Tasks in training encom-pass also improvement ideas for work wellbeing. The thesis was made about this spe-cific topic because usage of gamification is increasing, and work wellbeing gain more and more attention all the time.
Relevant theory was searched from many different sources, books, webpages, videos, articles and blog posts. Both English and Finnish sources were used. Main phases of the thesis were theory collection, creating content for the training and analyzing the experiences of first users. The training experiences of the first users were collected by questionnaires.
When it comes to research methods, a qualitative approach was chosen to be most suitable for study. Five university students tested the training and answered to the questionnaire about their experiences of the training. The purpose was to figure out the general user experience, what was good, was the training useful, if there was some-thing missing, what were the advantages the training was implemented by using gam-ification and to gain development ideas.
Questionnaire results confirmed gamification is interesting and meaningful way to learn subordinate skills. One of the best sides of it was it can be played in own speed and continued whenever it is suitable for an employee. Many testers reported that in comparison to lectures, gamification was more interesting since it required own activity. There occurred several development ideas. Ideas concerned to both content and user interface.