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ERIC Number: ED648737
Record Type: Non-Journal
Publication Date: 2021
Pages: 101
Abstractor: As Provided
ISBN: 979-8-3514-6541-8
ISSN: N/A
EISSN: N/A
Gamification of Leadership Training Methods: Utilizing Modern Gaming Culture to Train Effective Leaders in Corporate and Non-Profit Settings
Coleen Briggs
ProQuest LLC, Ed.D. Dissertation, University of the Cumberlands
The popularity of gaming has grown exponentially over the past twenty years, spanning the mediums of video games, simulations, role-playing games, and board games. Previous research into game-based learning and skill development has highlighted the neurological, mental, physical, and emotional benefits of gaming (Bediou et al., 2018; Chohan et al., 2019; Liu et al., 2013). Additional research has demonstrated the potential benefits of gamification within the workplace; however, results regarding generational differences appear to disagree regarding whether stereotypes impacted results (Berge, 2019; Zabel et al., 2017). This study explores differences between generational groups regarding the acceptance of gamification and game-based learning for professional leadership development. Specifically, this study examines the generational groups of millennials, Generation X, and baby boomers. Additionally, professionals in business sectors have been defined as private, public, and non-profit categories to determine if there is a difference in business sector use of gamification. This research tested the hypotheses that there is both a generational and business sector difference in the use and acceptance of gamification. One hundred eighty-seven participants from across the United States responded to a 17-item "Attitude Toward Workplace Fun" survey. ANOVA results indicated a partial significance (p < 0.05) between generations regarding the importance (salience) of gamification in the workplace, with older participants identifying fun as more important in their workplace than younger generations. ANOVA also indicated a significant difference (p < 0.05) between generations regarding preference toward virtual and in-person gaming approaches. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://bibliotheek.ehb.be:2222/en-US/products/dissertations/individuals.shtml.]
ProQuest LLC. 789 East Eisenhower Parkway, P.O. Box 1346, Ann Arbor, MI 48106. Tel: 800-521-0600; Web site: http://bibliotheek.ehb.be:2222/en-US/products/dissertations/individuals.shtml
Publication Type: Dissertations/Theses - Doctoral Dissertations
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A