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A Systematic Literature Review on Organizational Training Using Game-Based Learning

  • Mateo Hernández
  • Julián Moreno
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 847)

Abstract

Offering training programs to their employees is one of the necessary tasks that managers must comply with. Training is done mainly to provide up-to-date knowledge or to convey to staff the objectives, history, corporate name, functions of the organization’s areas, processes, laws, norms or policies that must be fulfilled. Although there are a lot of methods, models or tools that are useful for this purpose, many companies face with some common problems like employee’s motivation and high costs in terms of money and time. In an effort to solve this problem, new trends have emerged in the last few years, in particular strategies related to games, such as serious games and gamification, whose success has been demonstrated by numerous researchers. According to the above, we present a systematic literature review of the different approaches that have used games or their elements, using the procedure suggested by Cooper, on this matter, ending with about the positive and negative findings.

Keywords

Training Serious games Gamification Game-Based learning Organizations 

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Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  1. 1.Universidad Nacional de Colombia-Sede MedellínMedellínColombia

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