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Title of Paper : Investigating the effect of gamification on improving organizational learning and individual and social behavior and its relationship with people-centered defense

Document Type : Original Article

Authors
1 Department of Technology Management, Central Tehran Branch, Islamic Azad University, Tehran, Iran
2 Department of Medical Sciences, Faculty of Medical Sciences, Shahid Beheshti University of Medical Sciences, Tehran, Iran
3 Department of Department of Industrial Management, Central Tehran Branch, Islamic Azad University, Tehran, Iran
Abstract
ABSTRACT
This article examines the effects of gamification on improving organizational learning and shows how the use of gamification tools can be effective in increasing intrinsic motivation, team collaboration, increasing participation, and continuous learning. In addition, gamification can lead to better learning and improving employees' technical skills by increasing access to online educational resources and providing a competitive and attractive environment. Research shows that gamification can help develop social skills and strengthen group collaboration in organizations in addition to promoting individual learning. However, there are challenges such as high costs, cultural resistance, and the need to personalize learning experiences in using gamification that need to be addressed. In addition, the results of the studies show that to fully exploit the potential of gamification, the design of gamification systems should be done according to the specific needs of the organization and its culture. Also, using this tool in digital and online environments during the era of teleworking and distance learning can help improve organizational performance and improve learning processes. This article also discusses practical suggestions for improving the use of gamification in organizations and suggests that future research should focus on examining the long-term effects of gamification and its impact on different parts of the organization such as human resources, marketing, and production.keywords:
Gamification, organizational learning, performanceimprovement, identity modeling, individual and social behavior,
people-centered defense


Gamification provides an environment where users can see their progress and achievements. Puzo Sanchez, Lopez Belmonte, Fuentes Cabrera, and Lopez Nunez (2020) showed that gamification can provide great potential in improving performance. Organizations should use gamification because it creates an environment where users can see their progress and achievements. This approach increases employee motivation and engagement in performance by incorporating elements such as challenges and emotions (Alcivar & Abad, 2016). According to Kolb and Kolb (2010), game-based learning has been recognized as a useful method because it provides an enjoyable and safe environment for learning where the learner is in a controlled platform. Therefore, it would be beneficial for organizations to create a creative and self-exploratory environment using gamified systems to more effectively improve organizational commitment.
However, despite the growing use of gamification in educational and organizational settings, its precise and documented effects on improving organizational learning are still under debate. Many studies show that gamification can increase employee motivation and engagement with educational processes, but there are many questions about how and to what extent it is effective.
This study seeks to examine the impact of gamification on organizational learning and attempts to introduce models and methods that organizations can use to optimize the use of this technique and improve their educational and learning processes.
Gamification provides an environment where users can see their progress and achievements. Puzo Sanchez, Lopez Belmonte, Fuentes Cabrera, and Lopez Nunez (2020) showed that gamification can provide great potential in improving performance. Organizations should use gamification because it creates an environment where users can see their progress and achievements. This approach increases employee motivation and engagement in performance by incorporating elements such as challenges and emotions (Alcivar & Abad, 2016). According to Kolb and Kolb (2010), game-based learning has been recognized as a useful method because it provides an enjoyable and safe environment for learning where the learner is in a controlled platform. Therefore, it would be beneficial for organizations to create a creative and self-exploratory environment using gamified systems to more effectively improve organizational commitment. However, despite the increasing use of gamification in educational and organizational settings, its precise and documented effects on improving organizational learning are still under debate. Many studies show that gamification can increase employee motivation and engagement with educational processes, but there are many questions about how and to what extent it is effective. These questions include: "How can gamification affect the learning process and improve employee skills?", "What factors influence the success or failure of gamification in organizations?", and "Can gamification sustainably help improve organizational performance?". This research seeks to examine the impact of gamification on organizational learning and attempts to introduce models and methods that organizations can use to optimally utilize this technique and improve their educational and learning processes.
keywords:
Gamification, organizational learning, performanceimprovement, identity modeling, individual and social behavior,
people-centered defense
Keywords
Subjects

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