35 resultados para Engagement at work and wellbeing at work
Resumo:
A major challenge faced by companies today is the engagement gap at the workplace and how to motivate employees to engage in less intrinsically motivating work activities that are valuable for the organization. The objective of this study is to investigate gamification as a means for employee motivation and personal engagement that result in behavioral outcomes from the gamification developers’ perspective. Theories of work motivation and engagement are viewed in relation to gamification. The empirical part conducts a qualitative multiple-case study. The data is analyzed with the CAQDAS NVivo. The empirical findings suggest that gamification can enhance employee motivation, but careful consideration of extrinsic motivators is necessary to avoid their detrimental effect on intrinsic motivation. Employee self-determination is built through internalization of gamified system’s goals reaching autonomous motivation to engage in the target behavior. Employee engagement is built by fulfilling the psychological conditions of meaningfulness, safety and availability. The results suggest that gamification can build employee motivation and engagement leading to behavior change if designed with the business objectives in mind. Moreover, the gamified system needs to be renewed to address the changes in the business environment and reflect them in the employee behavior.
Resumo:
I den politiska retoriken florerar debattinlägg om arbetslivet, och målsättningen är för det mesta att så många som möjligt ska arbeta så länge som möjligt. Att skapa jobb och minimera arbetslösheten ses som de främsta utmaningarna. På ett individuellt plan beskrivs arbete ofta som personligt självförverkligande eller som en nödvändig form av inkomst som kräver att livet struktureras enligt behovet av sysselsättning. I avhandlingen diskuteras hur de här till synes självklara rollerna som arbete spelar kan sägas neutralisera arbete. Med detta menas att kontroverser kring arbetets mening åsidosätts så att politiskt och etiskt grundläggande frågor om ett gott liv och mänskliga gemenskaper inte ges plats. Genom att gå i dialog med kritiska tänkare som Hannah Arendt, André Gorz, Kathi Weeks, Karl Marx och Richard Sennett diskuteras riskerna med att behandla arbete som en resurs, ett gemensamt samhällsprojekt eller individuellt självförverkligande. Vad är nödvändigt arbete? Vad innebär det att arbete är en vara? Vad är problemet med fragmentering av arbete? Det sägs ofta att arbete har blivit alltmer gränslöst – är detta något positivt eller negativt? Utifrån sådana frågor tar avhandlingen fasta på spänningar i arbetets roll i våra liv och i samhället. Genom att artikulera spänningar utmanas en neutralisering av arbetets etiskt och politiskt brännbara dimensioner. Avhandlingen syftar därmed till att lyfta fram ständigt pågående sätt att ifrågasätta och reflektera kring arbetets mening.
Resumo:
Computer Supported Collaborative Learning (CSCL) is a teaching and learning approach which is widely adopted. However there are still some problems can be found when CSCL takes place. Studies show that using game-like mechanics can increase motivation, engagement, as well as modelling behaviors of players. Gamification is a rapid growing trend by applying the same mechanics. It refers to use game design elements in non-game contexts. This thesis is about combining gamification concept and computer supported collaborative learning together in software engineering education field. And finally a gamified prototype system is designed.
Resumo:
The study develops an approach that tries to validate software functionality to work systems needs in SMEs. The formulated approach is constructed by using a SAAS based software i.e., work collaboration service (WCS), and SMEs as the elements of study. Where the WCS’s functionality is qualified to the collaboration needs that exist in operational and project work within SMEs. For this research constructivist approach and case study method is selected because the nature of the current study requires an in depth study of the work collaboration service as well as a detailed study of the work systems within different enterprises. Four different companies are selected in which fourteen interviews are conducted to gather data pertaining. The work systems method and framework are used as a central part of the approach to collect, analyze and interpret the enterprises work systems model and the underlying collaboration needs on operational and project work. On the other hand, the functional model of the WCS and its functionality is determined from functional model analysis, software testing, documentation and meetings with the service vendor. The enterprise work system model and the WCS model are compared to reveal how work progression differs between the two and make visible unaddressed stages of work progression. The WCS functionality is compared to work systems collaboration needs to ascertain if the service will suffice the needs of the project and operational work under study. The unaddressed needs provide opportunities to improve the functionality of the service for better conformity to the needs of enterprise and work. The results revealed that the functional models actually differed in how operational and project work progressed within the stages. WCS shared similar stages of work progression apart from the stages of identification and acceptance, and progress and completion stages were only partially addressed. Conclusion is that the identified unaddressed needs such as, single point of reference, SLA and OLA inclusion etc., should be implemented or improved within the WCS at appropriate stages of work to gain better compliance of the service to the needs of the enterprise an work itself. The developed approach can hence be used to carry out similar analysis for the conformance of pre-built software functionality to work system needs with SMEs.