Documente Academic
Documente Profesional
Documente Cultură
Komal S Patel
Post University
2017
GAMIFICATION FOR ADULTS 2
Abstract
The purpose of this study was to use gamification for adult learners in the workplace, to
increase learner engagement. The study was conducted through deploying new software training
to the three customer service representatives (CSRs) at Southern Pharma, utilizing e-learning
platform HaikuLearning, embedded with game design elements from other independent third
party softwares. These softwares allowed the instructional designer to create simple games to aid
the learning. The studied showed that with the use of game design the activities actively engaged
learners more in their training, thus were as productive or more with the older software system in
place. The hope from this study was to gain more insight on utilizing gamification for education
and corporate training, and the results showcased a positive correlation between the two.
GAMIFICATION FOR ADULTS 3
Problem Statement
Many corporate environments and different work places need to train and teach not only
new employees but seasoned employees of all different educational grounds and tech savviness
on business practices, new elements to their jobs, and for on-boarding. Keeping those adult
learners engaged in the learning is an issue. Without the learners being properly engaged in the
learning it can lead to errors, customer complaints, and disciplinary action for the employee. ...
adult learners need to be actively engaged in learning, have predetermined motivation for
engaging in the learning... (McDonough, 2014, p. 10). Gamification studies have shown great
promise with traditional student engagement. Research on adding games to the classroom, or
gamification has shown, what may be surprising to some, benefit to students. Dominguez et al
(2013), and Lee and Hammer (2011) state that Gamification has many cognitive, emotional, and
social benefits (as cited in Turan, Avinc, Kara & Goktas, 2016, p. 64). By introducing
gamification and gaming elements to education for adult learners, this could be a solution to
getting adult learners engaged in training. With these games design elements in education
learners will be able to better understand concepts, socialize with other learners, and increase
their motivation for learning, Hakulinen, Auvinen and Korgonen (2015) and Lee and Hammer
(2011) state that The literature has further demonstrated that the use of gamification in
education increases motivation towards and participation in a course (as cited in Turan et al,
2016, p. 64). With the added benefit of gamification that could be used in and out of the learning
environment, it could help with increasing their knowledge on the material without putting in
conscious effort, or laborious and stressful study sessions, thereby engaging with their course
content on multiple levels in multiple ways. This project will answer question: Can the use of
GAMIFICATION FOR ADULTS 4
gamification and game design in education help increase adult learner engagement in the
workplace.
Literature Review
Introduction
engagement. Learner engagement relies on several factors, two of the most important being part
of motivation; intrinsic and extrinsic motivation. This is an important area to tackle as in many
corporate workplaces, training is not taken seriously and leads to countless errors, poor customer
service or quality of work which can result in disciplinary action, or loss in profit margins as
Retention is an important part of the adult learning process. It is directly impacted by the
amount of practice and use during the learning process. What this means is that adult
engaging in the learning, and need a learning environment that supports this active
and Game design refers to all the implementation details related to the development of a game:
storyline, winning modality, complexity and level design, interaction, control, communication,
engagement etc (Balan, Moldoveanu, Moldoveanu, & Morar, 2016, p. 337). The literature
reviewed here will discuss how and why gamification can improve learner engagement in
corporate training.
GAMIFICATION FOR ADULTS 5
Motivation
For adult learners there are many factors in what can engage them in learning and
motivate them to even conduct the learning in the first place. For traditional learning intrinsic
motivation is the most crucial, and most often found, as discovered by Archer, Cantwell, and
Bourke, 1999; Bennett, Evans, and Riedle, 2007; Bye, Pushkar, and Conway, 2007; Donohue &
Wong, 1997; Murphy and Roopchand, 2003 (as cited in Rothes, Lemos & Goncalves, 2017, p.
7), but for workplace learning, it tends to be extrinsic. Intrinsic motivation refers to the
performance of an activity that is rewarding on its own, for instance, learning about something
because we find it interesting. Extrinsic motivation relates to the performance of an activity for
the consequences or rewards that come out of it (e.g., higher grades, honors, money) and/or to
avoid negative outcomes (e.g., punishments, criticism)(Rothes,et al, 2017, p. 4). Learner
engagement is about how much time is spent on the learning and how focused they really are on
it, with actual assimilation of the knowledge. Research shows adult learners tend to be more
intrinsically motivated when it comes to gaining education, in the more traditional sense, but
with training or job related learning many times it is extrinsic, related to wanting to keep their
job or earn a promotion, etc. Additionally if learners feel the learning will not impact them
positively motivation drops, causing engagement to drop. Malcolm Knowles (2011) indicates
that adult learners are most likely to be actively engaged in learning when they are given some
choice and control over the learning process (as cited in McDonough, 2014, p. 8). McDonough
goes on to discuss how with blended courses, and introducing educational elements to adult
learners electronically allows them to conduct the learning on their own terms. This is crucial
because adult learners are practical and focus on the parts of the new knowledge that are most
GAMIFICATION FOR ADULTS 6
useful to them; either in their work or other areas of their life. What this means is that adult
learners what to be actively engaged in the learning process and need to have an environment
that supports this active engagement (McDonough, 2014, p. 9-10). In a study discussed by
Cheng (2013), it was reported that learners utilizing corporate e-learning programs, (CELP), had
positive experiences and felt that they had a positive attitude toward CELP for learning content
and structure, learning strategies, facilitated design, information and interface design, learning
assessment and aspects of feedback (p.88). There was one major issue that was faced by the
learners in this study, which may also plague many other environments and learners, and that is
having adequate time to use the e-methods of learning. This will need to be carefully considered
Gamification
There are many ways to use gamification in the workplace. From training on
point-of-sales systems, to using excel, to even virtual work environments to train doctors, pilots
and military. Gaming and game design can create a very immersive experience, in turn engaging
the learner. When a learner is engaged in the material it allows them to pay more attention,
bringing more to the job post-learning, and have more confidence when executing what was
learned. Using gaming within certain workplaces have also shown to reduce stress levels for
workplace contexts (Oravec, 2015, p. 9). Gamification studies in both children and adult
learners show similar promise where those using gamification demonstrated an increase in
intrinsic motivation, and satisfaction for their learning. When the players gain a sense of
GAMIFICATION FOR ADULTS 7
identity by acknowledging their role and position in the game and by assessing its purposes and
principles, they automatically become motivated to pursue the challenges and objectives set by it
and enter into a state of immersive experience (Balan et al, 2016,p. 335). By utilizing these
immersive gaming techniques and environments it can help the adult learners to gain the
motivation to truly rise to the challenges. Gaming elements can be used to encourage
participation and interaction in a virtual training session by awarding points or badges to learners
when they interact with each other or the instructor (DuVernet, & Popp, 2014, p. 39). In the
majority of scenarios there is not time, nor resources available for a full blown game, but if
possible, the way the learner becomes involved is better for learning. In a serious game,
learning follows a cyclic model: experiencing, reflecting on the experience, drawing conclusions,
creating a plan for future actions, experiencing again etc. Reflection is a fundamental part of the
learning process, as it helps the player improve his performance on the long term (Balan et al,
al. (2013) believe that gamification of learning is intrinsically motivating because rules are
inputs to broad range of decision making processes; fun because goals allow student to see the
direct impact of their efforts; authentic because fantasy provides a compelling background that
allows students to experiment with skills without suffering the consequences of failure in real
life (as cited in Faiella & Ricciardi, 2015, p 15). These gamification strategies improve how
these training elements are then utilized in the workplace. A study conducted by Puleston and
Sleep (2011) concluded through their research that the application of soft gamification and
more creative questioning techniques can reduce straight-lining, improve the quality and quantity
of answers, and improve participant engagement levels (as cited in Bailey, Pritchard, &
GAMIFICATION FOR ADULTS 8
Kernohan, 2015, p. 19). The use of gamification, while alleviating stress, does create necessary
pressure within the game to facilitate the learning The setting of a time limit used in applying
the principle of a rule in the gamified cell clearly draws upon the competitive nature that is
inherent in all of us The counting down of a minute on the screen further applied a mild
pressure to make the participant focus on the task in hand (Bailey et al, 2015, p. 22) as
indicated, this pressure helps to get learners engaged in the learning and complete it. By softly
encouraging the completion of the training, and using benefits, it can encourage socializing and
interacting with fellow trainees or instructors on progress and completion. Through these studies
and discussion it is notable that overall, we do see that gamification can provide richer data and
increase participant engagement, as is evident in the more detailed responses obtained in the
gamified cell of participants (Bailey et al, 2015, p. 25). Gamification has also encountered
much scrutiny, Some critiques relate to the potentials for enforced merriment or mandatory
fun associated with gamification (Oravec, 2015, p. 3). Oravec (2015) also discusses how many
times the idea that gamification can be akin to taylorization (work routinzation)...prospects for
surveillance could also have Issues involving game plots and characters or emphasis on
certain commercial game approaches (p.3). all which are addressed and it is crucial to explore
all sides of the argument with the remainder of this paper, and as progress on implementing
Social Implications
With many games in the traditional sense, there is an aspect of socializing involved, be it
gaming with friends or using a MMORPG (massive multiplayer online role playing game) or a
derivation of such. Gamification for education can also be utilized to facilitate socialization,
GAMIFICATION FOR ADULTS 9
decision making and foster brainstorming. Games and game design can also encourage internal
collaboration and communications.With in game achievement learners engage more with not
only the game, but also learning, driving intrinsic motivation through the extrinsic rewards with
the game based learning. For businesses that are looking to implement different strategies for
engaging their employees there are several elements for them to explore, one such element is
background of every company that wants to be successful in a long term (as cited in Ergle,
communication element into the workplace, as well as keeps all participants engaged in the tasks,
management system, as everyone likes to be appraised as the top performer (Ergle, 2015, p. 223),
Deterding (2011) writes that Gamification in Human Resource Management is the usage of
game thinking and game mechanics in non-game scenarios, specifically in recruitment, training
and development, and motivation, in order to engage users and solve problems (as cited in
Ergle, 2015, p. 222) which is a way companies can view gamification strategies, as an alternate
means to engage and interest employees in crucial information, and working together. Welch
have to meet to maintain and develop employee engagement (as cited in Ergle, 2015, p. 221)
further stressing how ensuring the employees have multiple means of communication, not only
traditional means, but through gamification which can help them to learn and understand the
material they will be communication about and working on. Wanting engaged and empowered
GAMIFICATION FOR ADULTS 10
more difficult and complex. Company has to be able to communicate their mission and values, it
has to train managers and leaders to follow these values and have to hire employees who fit the
culture (Ergle, 2015, p. 221). Those managers, specialists and workers that are the supporters
of the gamification believe that the main objectives of implementation of gaming techniques are,
first of all, to improve staff motivation and create a favourable social and psychological climate
in the organisation that will facilitate the creativity and initiative of employees. (Vinichenki,
Melnichuk, Kirillov, Makushkin, & Melnichuk, (2016), p. 9). Though much research has not
been conducted on adult learners with gamification, studies based on school aged children have
shown some serious promise, research by Lee & Hammer (2011) and Simes, Redondo & Vilas
(2013) shows that Based on the literature, gamification may be used to provide incentives for
expected behaviors in education and to ensure that these behaviors help students to reach
intended learning outcomes (Turan, Avinc, Kara, & Goktas, 2016, p. 64). For adult this can
mean that The presence of a rich creative potential, proactive attitude, innovative ideas of
2016, p.9).
With the amount of research that has been conducted on the topic of gamification, there
are some shortcomings, there are a varying amount of gamification and game design strategies,
that will all work differently in different environments. Even when providing the most beneficial
strategy for the learning environment, learners can vary greatly. Not all learners may benefit
from aspects of gamification, such as competition. Regardless, there is still a problem that needs
to be addressed most adults spend a significant amount of time working, and yet only 20
GAMIFICATION FOR ADULTS 11
percent of them are highly engaged in their work (Ergle, 2015, p. 219) and utilizing
gamification as a solution could prove very successful, integrating games into everyday
organizational activities may serve to empower participants to expand their capacities and evolve
their perspectives even in relatively mundane settings, such as assembly lines or routine office
work (Oravec, 2015, p. 8). There has been great success with using gamification The presence
of a rich creative potential, proactive attitude, innovative ideas of employees will contribute to
improvement of efficiency of the organisation (Vinichenki et al, 2016, p.9). In the study
conducted by Turan et al (2016) they concluded that gamification can increase both cognitive
load and achievement levels, and students generally have positive thoughts regarding
gamification strategies (p.68). These studies with students and studies coupled with
observations such as those by Vinichenki et al (2016), in the course of the games, most optimal
solutions are elaborated to solve business tasks (p. 11) the literature shows that gamification
when utilized with proper intentions and strategies in place, can engage learners and employees,
and be very useful tools to managers and even businesses looking to excel.
The population for this project are 3 customer service representatives(CSRs). Their
responsibilities include assisting customers with placing orders, general inquiries via phone, and
email. The majority of the job involves phone support, and taking orders. With upgrades taking
place to software systems for both orders, and queries, getting all the CSRs up to speed and
functioning at their expected service-level agreement(SLA) is the main purpose of the training.
Two of the learners are not very tech savvy and the new software being delivered are fully online
e-commerce portals. This involves the CSRs learning an entirely new system for searching for
GAMIFICATION FOR ADULTS 12
To implement this project, gaming design will be utilized to deliver the training material.
The modules will have mock orders, presented in a live format where the CSRs can play and
learn, without the worry of creating orders on accounts where actual money and product will be
exchanged. This will allow the CSRs to become comfortable with the new interface. The mock
orders will be fully interactive, but only a select range of customers will be available, and no
payment gateway information will be given. The CSRs will then be given mock orders to fill in,
the idea is to have levels of difficulty. The more time spent within the module, the longer the
orders and more tasks to complete. Such as deleting items midway through an order, or tracking
The data to be collected will consist of both qualitative and quantitative data. This mixed
method approach allows for the researcher and the CSRs to not only be measured quantitatively,
using raw measurable data, but also qualitatively and gain insight into their experiences directly.
The data collected on the performance before and after the training was based on number of
orders places, queries answered and emails responded to over a week long period, by the CSRs.
The qualitative data was collected through surveys before, during and after the training is
delivered. The goal for the qualitative data is to learn how the CSRs felt about the new system
and how their jobs would be affected, how the training helped or hindered their ability to learn
the new system, and how they felt about conducting daily business in the new system now that
With the data, and taking an action research approach to it, the training will be updated as
needed from the information gathered from the CSRs. Action research is a reflection- in-action
GAMIFICATION FOR ADULTS 13
mindset for teaching where the educator continuously considers the impact of his or her actions
while they are being implemented, not afterwards (Ary, Jacobs, Sorensen, Walker, 2015, p.
548). If the metrics observed from the training reflect that the CSRs are not improving from the
training, that quantitative information coupled with the qualitative information gained from the
CSRs will allow the trainer to alter the training to make it easier, or more difficult, or add new
components if there are elements missing. This coincides with the 8 step process that Ary et al.,
(2015) discusses wherein the instructor reflects, plans, acts, observes, and repeats the process.
During the first reflection time is taken to review what is already known about the problem ,
during planning a plan is developed for taking action and/or for gathering information. During
the act phase the researcher implements the plan, then observes and synthesises and analyses
the data, and additional key issues are identified. This will be the best way to conduct this project
due to the low number of learners to get information from, and due to time constraints.
From the experimental designs that outlined by Ary et al., (2015) , the design for this
project is One-group pretest-posttest design (p. 326). This design involves three steps: (1)
administering a pretest measuring the dependant variable; (2) applying experimental treatment X
to the subjects; and (3) administering a posttest, again measuring the dependent variable (Ary et
The evaluation of this project was conducted by multiple parties before, during and after
the training was implemented. The learners, the CSRs, were able to share their opinions, and
apprehensions of the project, prior to viewing it, were asked to evaluate after they had explored
GAMIFICATION FOR ADULTS 14
at least one gamification element, and then again after they completed all the training
information. This allowed for the training to be improved and altered to fit the needs of the
learners in real time. The learners were also able to give verbal feedback to assist in improving
the training material. The majority of the learners felt the training was positive, simply needed to
add elements to the training, such as separating the product information into the same categories
as the company website. These were heeded and altered immediately to suit the learner needs.
Similarly the management team were given the opportunity to share their thoughts on utilizing
gamification for training the CSRs, then review it thoroughly. Once the CSRs had completed
using the training and started to use the software the training revolved around, they provided
additional feedback based on how successful they felt the gamification in the training was, based
on the metrics that are recorded daily and reviewed at the weeks end. Not all the feedback was
usable, one of the management team provided no constructive feedback and was not considered
during improvements and for the final results. The positive feedback included ways in which
additional gamification could be used, and will be considered moving forward beyond this
project.
In addition to the evaluation by the learners and management teams, there was a
self-assessment conducted. This ensured that all the components necessary were completed and
comprehensive. Including how many game design elements were to be utilized and if all the
learners received and used the training material. The self evaluation showed that many of the
projected outcomes and objectives were met by the project, and were all successful. To view self
This project explored gamification in getting adult learners to engage with their training
material, as opposed to passively getting through it for the sake of their jobs. I was able to
present the training in a way that utilized gamification and game design elements, that allowed
both the tech savvy and non-tech savvy to be comfortable in using all aspects of the e-learning.
This provided some excellent information on how, though not intuitive, to the non-tech savvy,
the games can still be a methodology that is effective and yield positive results.
The training was accomplished utilizing the ADDIE model of instructional design, and
introduced the concept of e-learning and gamification to my current environment. The creation
of some of the gaming elements for this training material, truly pushed me to bring elements of
my undergraduate degree into play as well as creativity. I was able to program/code three live
order simulations which allowed the CSRs to place mock orders to familiarize themselves with
the software they need to use. Having been able to take so many of the program and
concentration outcomes and build upon them for this project is what made it successful. The
learners have been doing great, their performance did not suffer through the transition or training
periods. Professionally this experience will allow me to bring this success into other corporate
training positions, or even into classrooms with both adult and children learners.
The one aspect of the research and design that was lacking and the most difficult is that
many of the education game creation tools are geared towards children, which make it difficult to
bring into a corporate setting. The research that was available was also largely geared towards
children learners, which opened up an interesting comparison for when I was presenting
GAMIFICATION FOR ADULTS 16
everything to my adult learners. Had this been conducted with a larger population I believe that
this could really add to the research community as a positive for gamification, and increasing its
use in education. For this environment, with these learners, utilizing gamification to engage the
References
Ary, Jacobs, Sorensen, Walker. (2015). ACP Introduction to Research in Education - EDU688,
https://ambassadored.vitalsource.com/#/books/9781305708112/
Bailey, P., Pritchard, G., & Kernohan, H. (2015). Gamification in market research. International
Balan, O., Moldoveanu, A., Moldoveanu, F., & Morar, A. (2016). From Game Design to
Gamification and Serious Gaming How Game Design Principles Apply to Educational
16-047
Cheng, K. (2013). Exploring the Gap between a Pre- and Post-Installation of a Corporate E-
DuVernet, A. M., & Popp, E. (2014). Gamification of Workplace Practices. TIP: The Industrial-
Faiella, F., & Ricciardi, M. (2015). Gamification and Learning: A Review of Issues and
McDonough, D. (2014). Providing deep learning through active engagement of adult learners in
Oravec, J. A. (2015). Gamification and multigamification in the workplace: Expanding the ludic
doi:10.5817/CP2015-3-6
Rothes, A. p., Lemos, M. S., & Gonalves, T. (2017). Motivational Profiles of Adult
Turan, Z. z., Avinc, Z. z., Kara, K. k., & Goktas, Y. y. (2016). Gamification and Education:
Vinichenki, M.V., Melnichuk, A.V., Kirillov, A.V., Makushkin, S. A., & Melnichuk, Y. A.
(2016). Modern Views on the Gamification of Business. Journal Of Internet Banking &
Commerce, 21(s3), 1.
GAMIFICATION FOR ADULTS 19
Appendix A
Project
Project must be Project is completed Project is completed Project is completed Project was
completed via an on fully fledged through an online through emailed manually created,
online e-learning e-learning platform, format such as information printed and
platform with separate google slides or distributed.
modules and google docs
sections for the
learning
All students must All learners, Learners were given Learners were given No learners were
have access and be managers were access to learning access but only registered or
able to view training assigned logins and and were able to some successfully successfully
material at any time have successfully access learning logged in accessed learning
while on site (at the accessed elearning successfully
job)
E-Learning must Elearning has 3 or Elearning has 2 Elearning has 1 Elearning has no
include a minimum more games, or gaming elements or gaming element or games or game
of 2 gaming game design games game elements.
elements elements present
Project includes all All requested The majority of Most elements are The majority of
components elements are elements are present in learning elements are
requested by present and present, maximum maximum of 2 missing and/or not
management team completed for all of 1 missing and/or missing and/or not completed for
(information on customer service not completed completed training.
products, software, training purposes,
books, and general including
duties) information on
products, software,
book, duties, best
practices
Appendix B
Below are the links to the surveys administered to the learners and management teams.
These were in the e-module on a page that is no longer published, so the learners and
LEARNERS:
Pre-Training Survey
Inter-Training Survey
MANAGEMENT:
Pre-Training Survey