The Effect of Gamification on Learning Engagement : the Case of Using Interactive App in Workplace Safety Training

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Abstract Description
Submission ID :
HAC787
Submission Type
Authors (including presenting author) :
Ho A, Tsang E, Lee A, Ching A, Sum R
Affiliation :
Administrative & Supporting Services Division, Haven of Hope Hospital
Introduction :
To effectively engage staff in workplace training is always a great challenge. Studies suggested that intrinsic motivation, that is doing something because it is considered interesting or enjoyable, could drive participants to engage in training more actively. Intrinsically motivated individuals are more likely connect with the training content that can lead to improved learning performance and long-lasting outcomes. Gamification, which incorporates game-like elements into non-game context, is considered one of the way to enhance intrinsic motivation in training.
Objectives :
To explore the effect of gamification by means of an interactive app on staff perception towards training.
Methodology :
A traditional quiz-based exercise and an in-house-developed interactive app on preventing Slip, Trip, and Fall in workplace were developed. Staff were invited to participate in both training formats and fill in a self-reported questionnaire right after completing each format of training. The 7-point Likert scale questionnaire was developed from the Intrinsic Motivation Inventory to assess participants’ perceived interest, enjoyment, and the effectiveness of the training. Quantitative analyses including Paired Sample T-Test were carried out to evaluate participants’ perceptions towards the two training formats.
Result & Outcome :
Survey results (N=153) revealed that the gamified interactive app training significantly outperformed the quiz-based training. Interactive app training is significantly more interesting (Mean increase from 5.92 to 6.28, p< .001) and more enjoyable (Mean increase from 5.92 to 6.32, p< .001). It also significantly raises participants’ confidence in preventing Slip, Trip, and Fall in workplace (Mean increase from 5.96 to 6.25, p< .001) and awareness in Occupational Safety & Health (Mean increase from 6.19 to 6.35, p< .01). This study suggested that gamifying training through interactive apps seems to be a way to enhance intrinsic motivation towards the training being provided. It highlights the potential of gamification in transforming training into a more engaging learning experience.
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