Gamificação em processos de treinamento e desenvolvimento

Detalhes bibliográficos
Ano de defesa: 2019
Autor(a) principal: Santos, Siméia de Azevedo lattes
Orientador(a): Trevisan, Leonardo Nelmi
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
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://tede2.pucsp.br/handle/handle/22153
Resumo: Gamification is the use of game elements in different contexts, and it is one of the tools that has the potential to be applied in several areas, including human resources, training and development. Gamification, as well as the gaming market, offers variety and possibilities of new service models with the adoption of disruptive technologies, with the possibility of using and accessing big data for generation of metrics and delivery of personalized information to the people management area. As these items approximate what is sought as results of corporate training programs, this work aims to explore existing relationships between the core elements of gamification and training and development practices. To accomplish this, the research was conducted with a mixed method, the quantitative stage was constructed with information about the perception of professionals who have already undergone gamified training, collected through an online form with responses on a Likert scale and treated with the statistical software Minitab; and the qualitative step formed through interviews with professionals who participate in the elaboration and creation of gamified training, and the results was found through the technique of content analysis. In the compiled results, the confirmation of the presence of engagement and its influence on motivation as one of the vantage points for application of gamification, and the design care that must be listed for the project to function effectively. Among the trends, the possibility of associating gamification with virtual reality, augmented reality and simulators as a way to enhance the interaction and the experience lived by the player during the training