Treinamento corporativo: gamificação, engajamento e motivação nos ciclos de aprendizado

Detalhes bibliográficos
Ano de defesa: 2022
Autor(a) principal: Marangoni, Matheus Matsuda lattes
Orientador(a): Trevisan, Leonardo Nelmi lattes
Banca de defesa: Não Informado pela instituição
Tipo de documento: Tese
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Pontifícia Universidade Católica de São Paulo
Programa de Pós-Graduação: Programa de Estudos Pós-Graduados em Administração
Departamento: Faculdade de Economia, Administração, Contábeis e Atuariais
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://repositorio.pucsp.br/jspui/handle/handle/26063
Resumo: This thesis was grounded on the identification of the evolution of gamified tools as strategies to increase engagement in corporate training and learning processes in general. Over the last few years, the theme of gamification has been gaining ground in the corporate world, especially in terms of human development. It is also understood that the advancement of technology and the changes in career prospects of individuals have generated the need for new ways of engaging and motivating employees in their personal and professional development. Therefore, to understand how gamified solutions are built and what benefits they present, the following basis were used: perspectives of intrinsic motivations linked to career anchors (SCHEIN, 1978), selfdetermination motivations (RYAN and DECI, 2000a), and motivations worked by gamification (PAHARIA, 2013) aligned with four gamification frameworks: 6Ds (WERBACH and HUNTER, 2020), MDA (HUNICKE, LEBLANC and ZUBEK, 2004), Octalysis Framework (CHOU, 2019) and Game Design Toolkit (MARCZEWSKI, 2017). To represent and validate the studied theories, three case studies of large Brazilian companies are presented. The main findings are the understanding of replicable processes through frameworks and the relevance of applying the intrinsic motivations associated with the use of gamification