Gamifying situated learning in organisations

20Citations
Citations of this article
121Readers
Mendeley users who have this article in their library.

This article is free to access.

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.

Cite

CITATION STYLE

APA

Spanellis, A., Pyrko, I., & Dörfler, V. (2022). Gamifying situated learning in organisations. Management Learning, 53(3), 525–546. https://doi.org/10.1177/13505076211038812

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free