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Authors
Advisor(s)
Abstract(s)
Este estudo investiga a implementação da gamificação na formação profissional dos
colaboradores de uma empresa de retalho de moda internacional, a Springfield,
utilizando a sua aplicação Be!Player como ferramenta de análise. O principal objetivo é
compreender qual o impacto da gamificação na comunicação interna e, em seguida, o
sucesso deste método em relação à aprendizagem, segundo a perspetiva dos
colaboradores.
No desenvolvimento do estudo foi realizada uma revisão de literatura sobre a conjuntura
de comunicação interna empresarial e sobre os contextos de gamificação. O método de
pesquisa consistiu exclusivamente na aplicação de um questionário, que incluía
perguntas de sim ou não, questões com escala de Likert e perguntas de resposta aberta.
Este questionário teve como objetivo explorar perceções sobre a relevância e utilidade da
formação gamificada, bem como identificar fatores que possam influenciar a adoção
desta estratégia. Adicionalmente, foi analisado o papel da aplicação na disseminação dos
valores corporativos e no fortalecimento da coesão interna.
A gamificação tem sido frequentemente empregue em contextos laborais, especialmente
na esfera da formação de adultos, onde o interesse tem vindo a crescer. No entanto, a
experiência com este tipo de formação ainda é limitada e, por isso, são poucos os estudos
que abordam o uso da gamificação neste contexto.
Os resultados obtidos demonstram que a gamificação é percebida como uma estratégia
inteligente e útil para promover o envolvimento e a motivação dos colaboradores, pois
concede aprendizagens dinâmicas e interativas. Além disso, a aplicação Be!Player
demonstrou potencial para melhorar a comunicação interna da empresa, ao facilitar a
troca de informações e o alinhamento entre os funcionários e a empresa. Contudo, foram
identificados desafios relacionados à acessibilidade, assim como a
This study investigates the implementation of gamification in the professional training of employees at Springfield, an international fashion retail company, using its app Be!Player as an analytical tool. The main objective is to understand the impact of gamification on internal communication and, subsequently, the success of this method in fostering learning, from the perspective of the employees. To develop the study, a literature review was conducted on the state of internal corporate communication and the contexts of gamification. The research method relied exclusively on the application of a questionnaire, which included yes-or-no questions, Likert scale items, and open-ended questions. The purpose of this questionnaire was to explore perceptions regarding the relevance and usefulness of gamified training, as well as to identify factors that could influence the adoption of this strategy. Additionally, the role of the app in disseminating corporate values and strengthening internal cohesion was analyzed. Gamification has often been employed in workplace contexts, particularly in adult training, where interest in its use has been growing. However, experience with this type of training remains limited, and therefore, few studies address the use of gamification in this context. The results indicate that gamification is perceived as an intelligent and effective strategy for promoting employee engagement and motivation, as it provides dynamic and interactive learning experiences. Furthermore, the Be!Player app showed potential for improving the company’s internal communication by facilitating information exchange and alignment between employees and the organization. Nevertheless, challenges related to accessibility were identified, along with the need for continuous evaluation of the app to maximize its benefits
This study investigates the implementation of gamification in the professional training of employees at Springfield, an international fashion retail company, using its app Be!Player as an analytical tool. The main objective is to understand the impact of gamification on internal communication and, subsequently, the success of this method in fostering learning, from the perspective of the employees. To develop the study, a literature review was conducted on the state of internal corporate communication and the contexts of gamification. The research method relied exclusively on the application of a questionnaire, which included yes-or-no questions, Likert scale items, and open-ended questions. The purpose of this questionnaire was to explore perceptions regarding the relevance and usefulness of gamified training, as well as to identify factors that could influence the adoption of this strategy. Additionally, the role of the app in disseminating corporate values and strengthening internal cohesion was analyzed. Gamification has often been employed in workplace contexts, particularly in adult training, where interest in its use has been growing. However, experience with this type of training remains limited, and therefore, few studies address the use of gamification in this context. The results indicate that gamification is perceived as an intelligent and effective strategy for promoting employee engagement and motivation, as it provides dynamic and interactive learning experiences. Furthermore, the Be!Player app showed potential for improving the company’s internal communication by facilitating information exchange and alignment between employees and the organization. Nevertheless, challenges related to accessibility were identified, along with the need for continuous evaluation of the app to maximize its benefits
Description
Keywords
Motivação Comunicação Interna Cultura Organizacional Formação Profissional Gamificação Tecnologias Educacionais
