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

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