组织中的情境学习游戏化

Gamifying situated learning in organisations

MANAGEMENT LEARNING · 2021
被引 15
人大 A-ABS 3

中文导读

整合游戏化与情境学习文献,提出组织情境学习游戏化模型,解释游戏化工具如何通过其可供性影响工作中的社会关系与学习,并支持社区建设与网络化。

Abstract

Gamification is an emerging area in research and practice that has sparked considerable interest in management studies. The attention to gamification is amplified by the ubiquitous nature of digital technologies and augmented reality which touches on how people work and learn socially. Consequently, gamified tools’ affordances affect situated learning in working environments through their implications on human relations in practice. However, the dynamics between gamification and situated learning have not been considered in the literature. Thus, drawing on the synthesis of gamification and situated learning literatures, we offer a model of gamifying situated learning in organisations. Thereby, our discussion explains the role of gamified affordances and their socio-material characteristics, which blend with situated learning as people indwell on such tools in their work. Moreover, gamified tools can afford the technological support of community-building and networking in organisations. Such gamified communities and networks, in turn, can be seen to existing within a gamified altered reality as part of which the physical distance and proximity of situated learning activities become inevitably bridged and joined together.

游戏化情境学习知识管理组织行为