13 2.7 References
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- Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement.
- International Journal of Educational Technology in Higher Education, 15(8), 1-21. https://doi.org/10.1186/s41239-018-0123-8
- Baxter, G., Landers, R. N., & Armstrong, M. B. (2016). Gamification of employee training: A meta-analytic review. Journal of Workplace Learning, 28(2), 123-139. https://doi.org/10.1108/JWL-06-2015-0041
- Bitrián, P., Buil, I., & Catalán, S. (2023). The use of gamification strategies to enhance employees’ attitudes towards e-training systems. International Journal of Management Education, 21(3), 100892. https://doi.org/10.1016/j.ijme.2023.100892
- Brull, S., Finlayson, S., Kostelec, T., MacDonald, R., & Krenzischeck, D. (2017). Using gamification to improve productivity and increase knowledge retention in the workplace. Journal of Nursing Education, 56(1), 42-48. https://doi.org/10.3928/01484834-20161219-05
- Capatina, A., Juarez Varón, D., Micu, A., & Micu, A. E. (2024). Leveling up in corporate training: Unveiling the power of gamification to enhance knowledge retention, knowledge sharing, and job performance. Journal of Innovation & Knowledge, 9(3), 100530. https://doi.org/10.1016/j.jik.2024.100530
- Callan, R. C., Bauer, K. N., & Landers, R. N. (2015). How to avoid the dark side of gamification: Ten business scenarios and their unintended consequences. In T. Reiners & L. C. Wood (Eds.), Gamification in Education and Business (pp. 553-568). Springer. https://doi.org/10.1007/978-3-319-10208-5_28
- Fishbach, A., & Woolley, K. (2022). The structure of intrinsic motivation. Annual Review of Organizational Psychology and Organizational Behavior, 9, 339-363. https://doi.org/10.1146/annurev-orgpsych-012420-091122
- Grünewald, H., Kneip, P., & Kozica, A. (2019). The use of gamification in workplace learning to encourage employee motivation and engagement. In V. H. Kenon & S. V. Palsole (Eds.), The wiley handbook of global workplace learning (pp. 557-575). John Wiley & Sons.
- Jayalath, D., & Esichaikul, V. (2022). Game-based learning and gamification in corporate training: Improving employee learning outcomes. Journal of Educational Technology & Society, 25(2), 89-100. https://doi.org/10.1109/EDUCON.2022.012
- Kyewski, E., & Kramer, N. C. (2018). To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Computers & Education, 118, 25-37. https://doi.org/10.1016/j.compedu.2017.11.006
- Larson, J. (2020). Leaderboards and learning: How competition drives motivation in corporate training programs. Journal of Workplace Learning, 32(3), 45-58. https://doi.org/10.1108/JWL-04-2020-0043
- Morris, L. S., Grehl, M. M., Rutter, S. B., Mehta, M., & Westwater, M. L. (2022). On what motivates us: A detailed review of intrinsic v. extrinsic motivation. Psychological Medicine. 52, 1801-1816. https://doi.org/10.1017/S0033291722001611