Masters Theses
Keywords and Phrases
Game-Based; Training; Gamer Motivation Profile; Gamification; Transfer of Training; Organizational Climate; Training Climate
Abstract
“Gamified training is often utilized in organizations as a way to revamp their training and gain the attention of their employees. However, this training is expensive, and research is needed to help ensure that this training delivery is successful. In this study, first an individual’s gamer motivation profile is compared with learning outcomes that share the same elements. This was completed to determine if the elements that they looked for in playing video games were in alignment with those same elements in training In addition, it was explored whether the preference for participating in video games based on an individual’s gamer motivation profile was moderated by training climate in their organization to influence preference for gamified training. Results showed that an individual’s preference to participate in gamified training is affected by learning opportunities that contain the same elements that they prefer in video games, training climate, and video game experience”--Abstract, page iii.
Advisor(s)
Reynolds Kueny, Clair
Committee Member(s)
Shank, Daniel Burton
Cudney, Elizabeth A.
Department(s)
Psychological Science
Degree Name
M.S. in Industrial-Organizational Psychology
Publisher
Missouri University of Science and Technology
Publication Date
Summer 2020
Pagination
viii, 76 pages
Note about bibliography
Includes bibliographic references (pages 71-75).
Rights
© 2020 Brooke-Nicole Woods Ruffin, All rights reserved.
Document Type
Thesis - Open Access
File Type
text
Language
English
Thesis Number
T 11755
Electronic OCLC #
1198499042
Recommended Citation
Ruffin, Brooke-Nicole Woods, "Games for organizational training: Gamer motivation profile and organizational training climate effect of trainee preference for gamified training" (2020). Masters Theses. 7958.
https://scholarsmine.mst.edu/masters_theses/7958