Gamification is often misunderstood as merely playing games. It involves applying game mechanics to nongame settings to influence behavior and performance. A 2024 Harvard Business Review article reported that 89% of employees believed that they would be more productive in a gamified environment. Similarly, a TalentLMS 2019 gamification at work survey found that 89% felt more productive and 88% happier at work with gamification. Despite growing adoption, many organizations lack the skills to implement gamification effectively. While deep expertise in game development is not required, the ability to apply gamification concepts from relevant business perspectives is essential. This e-course fills that gap by providing practical frameworks, digital tools, and behavioral insights to build that capability and sustainable productivity. It builds on a 2024 APO training course on gamification and aligns with the promotion of inclusive productivity growth across APO members.
The main objectives of this course are to:
This e-learning course will cover the following modules:Module 1: Introduction to and history of gamificationModule 2: Behavioral psychology in gamificationModule 3: Personal development and competency mapping for productivityModule 4: Game mechanisms and motivational designModule 5: Case studies on customer and employee engagement in business, education, and public servicesImportant Notes:
Gamification is often misunderstood as merely playing games. It involves applying game mechanics to nongame settings to influence behavior and performance. A 2024 Harvard Business Review article reported that 89% of employees believed that they would be more productive in a gamified environment. Similarly, a TalentLMS 2019 gamification at work survey found that 89% felt more ...
The course will cover the following modules:
Donghyun Lee is an Adjunct Professor at the College of AI Convergence of INJE University (ROK). He was als..