The Effect of Gamified E-learning on Employees' Engagement
A Case Study of a Lebanese Bank
Abstract
Gamification is a concept that has not been analysed thoroughly for its positive outcomes or challenges. Although the effects of gamification in the field of education have been studied from numerous angles, gamified organisational learning features and the overall contribution of gamification have not been researched sufficiently. Following the implementation of a gamified E-learning platform, we conducted a case study in a Lebanese bank to measure the effects of gamified E-learning. The results showed that the adoption of gamified E-learning and employees' engagement levels were positively associated. Gamification also proved its importance in influencing employees' behaviour by creating a competitive environment and engaging employees on a knowledge-oriented platform. After the implementation, about 65% of employees declared higher levels of work engagement. Moreover, approximately 67% of employees acknowledged a higher degree of job satisfaction. This research paper also indicates the variables that can affect learners' – in this case, the bank employees' – perception of the gamified E-learning platform. Investigating the positive outcomes of implementing gamified processes in E-learning can pave the way for developing more complex gamified e-learning platforms.