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This thesis discusses the possible applications of game-design elements in the entrepreneurial development of the Generation Y. Firstly; the psychological principles are described and presented in the area of Game-Thinking. According to the undertaken interviews, potential solutions of how to implement Gamification into the enterprise E-Learning and the connection to employee motivation are shown. It turns out that the relatively new discipline has already found its way into several areas of the Employee Lifecycle and also can affect the digital learning positively.

 

However, better long-term learning success, can only be realized if Gamification is regarded as a framework program for the encouragement of the existing intrinsic motivation of the learner. Thus, the placement of the reference and the sense of learning material in connection with the profession are important. For the employee there should be a visible ‘Path to Mastery’. Furthermore, the voluntary nature of participation and the freedom of choice with regard to the learning paths provide a play-like experience. A possible real-time feedback coupled with process-optimized information transparency shows the user not only the current destination and the control system, but also provides information about what information is still needed to achieve these goals. Finally, the design should focus on cooperation to solve problems within a learning environment.

 

Important note: This thesis was written in German! If you have any questions regarding this thesis don´t hesitate to contact me via Diese E-Mail-Adresse ist vor Spambots geschützt! Zur Anzeige muss JavaScript eingeschaltet sein! or Linkedin!

 

Download the thesis here.

 

Sven Jürgens was a masters student at the University of Kassel and can be reached via his Diese E-Mail-Adresse ist vor Spambots geschützt! Zur Anzeige muss JavaScript eingeschaltet sein! .