Game-Based Learning in the Workplace: Effects on Motivation and Attitudes toward Learning
Research objective: To explore gamification practices in professional training, particularly in the field of business intelligence, and assess their impact on employee motivation and attitudes to learning.Design/methodology/approach: The study is based on semi-structured interviews with trainers and employees who have participated in gamified training schemes.Results: The findings show that gamification can boost motivation, improve learner engagement and foster better appropriation of content, even in abstract areas.Research limitations and implications: The limited size of the sample, the specific context of the training studied, and the profile of the learners must be taken into account when preparing training devices and interpreting the results.Practical implications: Gamification represents a relevant innovation lever for making strategic training more interactive and effective.Originality/value: The study highlights the value of gamified devices to support learning in areas of high cognitive complexity.