篇名 |
遊戲化員工訓練活動之企業導入
|
---|---|
並列篇名 | Research on the Use of Gamification in the Employees Training of Enterprise |
作者 | 莊淇銘、林靜芳、周志隆、林佑昇 |
中文摘要 | 本研究為遊戲化運用於中小企業個案公司人力資源活動之初探,針對營運超過20年的傳統產業個案公司,在施行遊戲化員工訓練活動後,是否能激發員工參與熱忱,進而達到改變態度、行為,提升員工敬業貢獻度、團隊合作及組織認同等企業問題之探討。本研究針對個案公司參訓者10人以文獻分析及企業主管訪談為基礎,在專家學者審查指導下,設計為期12週的活動並予以實施。活動後施行問卷調查,並於一個月後進行個案公司主管訪談,以更深入了解活動對參訓者及組織之成效。為以質性分析為主,量化分析為輔之個案研究。本研究結論為遊戲化運用對提升敬業貢獻度、團隊合作及組織認同均有正向影響。個案公司對於活動後,個人績效及組織績效提升與遊戲化運用於員工訓練活動的成效,表示贊同。本研究期能做為個案公司及中小企業後續導入遊戲化管理之參考。 |
英文摘要 | This study is a preliminary exploration of gamification applied to human resource activities of small and medium-sized case companies. For traditional industry case companies that have been in operation for more than 20 years, after implementing a gamified employee training activity, we investigate the following issues: Can gamification stimulate enthusiasm of participation, changes in attitudes and behaviors, dedication, contribution, teamwork, and organizational identification? Based on literature analysis and interviews with business executives, a 12-week gamification activity was designed and implemented. A questionnaire survey was conducted after the activity, and interviews with the head of the case company were conducted one month later to gain a deeper understanding of the effectiveness. It is a case study that focuses on qualitative analysis and supplemented by quantitative analysis. The conclusion of this study is that gamification has a positive impact on enhancing professional contribution, teamwork, and organizational identity. Effectiveness of individual and organizational performance improvement is also verified by the case company. |
起訖頁 | 136-156 |
關鍵詞 | 遊戲化、員工訓練、人力資源 |
刊名 | 休閒研究 |
期數 | 202108 (11:1期) |
出版單位 | 國立體育大學創新領導研究發展中心 |
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