Coffee House Freedom - Fun and Games in Corporate Training: A Case Study of Virtual Gamification for New Hire Training

Audience Level: 
All
Institutional Level: 
Industry
Strands (Select 1 top-level strand. Then select as many tags within your strand as apply.): 
Abstract: 

This study investigated the role of "gamification" in preparing adult learners in the application of technical and soft skills for an entry-level position at a Fortune 250 company. In considering memory retention and skill acquisition of adults, one goal of this study was to capture the value measured through the company’s return on investment. A virtual gamification approach was constructed and implemented in the U.S. and Mexico training centers. 

Extended Abstract: 

This study investigated the role of "gamification" in preparing adult learners in the application of technical and soft skills for an entry-level position at a Fortune 250 company. In considering memory retention and skill acquisition of adults, one goal of this study was to capture the value measured through the company’s return on investment. A virtual gamification approach was constructed and implemented in the U.S. and Mexico training centers.

The research design was constructed to assess the individual and combined effect of overall job performance of the new employee. The study also evaluated the effect of environmental factors and coaching techniques. The results showed that gamification can improve an adult learner’s skill acquisition and memory retention, particularly comprehension thirty days after the initial learning experience. This study supports the hypothesis that constructivist gamification can influence the retention of technical and soft skills in an industrial setting.

Session Type: 
Education Session