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Digital Orientation and the Efficacy...
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Salute, Christopher.
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Digital Orientation and the Efficacy of Game-Based Training Platforms on Engagement and Knowledge Retention.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Digital Orientation and the Efficacy of Game-Based Training Platforms on Engagement and Knowledge Retention./
作者:
Salute, Christopher.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2015,
面頁冊數:
266 p.
附註:
Source: Dissertation Abstracts International, Volume: 78-05(E), Section: A.
Contained By:
Dissertation Abstracts International78-05A(E).
標題:
Education. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10170322
ISBN:
9781369244168
Digital Orientation and the Efficacy of Game-Based Training Platforms on Engagement and Knowledge Retention.
Salute, Christopher.
Digital Orientation and the Efficacy of Game-Based Training Platforms on Engagement and Knowledge Retention.
- Ann Arbor : ProQuest Dissertations & Theses, 2015 - 266 p.
Source: Dissertation Abstracts International, Volume: 78-05(E), Section: A.
Thesis (Ph.D.)--Hofstra University, 2015.
Technology is constantly changing the way employees work and interact with one another. As society moves from mechanical to digital technology, the way employees think and act in business will change by design. Using technology in training has become an important part of employee processes. While the employee pool is becoming more dependent on digital technology, researchers do not have a validated tool to assess this dependence or understand how such employees can be better accommodated. Furthermore, the training procedures for on-boarding employees have not changed to meet their new digital needs.
ISBN: 9781369244168Subjects--Topical Terms:
516579
Education.
Digital Orientation and the Efficacy of Game-Based Training Platforms on Engagement and Knowledge Retention.
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Technology is constantly changing the way employees work and interact with one another. As society moves from mechanical to digital technology, the way employees think and act in business will change by design. Using technology in training has become an important part of employee processes. While the employee pool is becoming more dependent on digital technology, researchers do not have a validated tool to assess this dependence or understand how such employees can be better accommodated. Furthermore, the training procedures for on-boarding employees have not changed to meet their new digital needs.
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New generations in the workforce will create a larger margin of difference in digital use at work. Younger generations have made use of digital technology for their entire lives. This changes the way they perceive technology and work processes. One such digital technology is the digital game. Digital games are being utilized with increasing frequency in educational settings, consumer products, and rewards programs; they are also beginning to make their way into the corporate training room. However, there is little to no research as to how effective they are with regard to employee performance or perceived efficacy.
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A new measurement instrument called the "Digital Orientation" Scale was developed herein (Study 1) in order to assess the digital affinity, dependence, and comfort of employees by assessing their usage and preferences in digital technology. This research outlines the scale development process for this measure, and provides evidence supporting the validity of the measure for the usage herein. Once a final version of the measure was created, the measure was used (Study 2) within an experiment attempting to assess potential differences in "Digital Orientation" in varied methods of training.
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With technologically savvy generations---specifically, Generations X and Y---now in the workplace, it is imperative that trainers learn how to train them in the most effective way. The current within-subjects 2 x 3 design tests the effects of Traditional, Digital, and Game-Based Training on participants with varying levels of "Digital Orientation." Participants were subject to three different trainings for the on-boarding processes of three fictitious organizations. These varied in their level of digital participation, from Traditional Training to Digital Training and Game-Based Training. Participants were then given posttests after each training to assess their knowledge of the company, as well as a new assessment tool, the "Digital Orientation" Scale to measure their affinity, comfort, and dependency on technology.
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The researcher hypothesized relationships between "Digital Orientation" and other variables such as age and short-term knowledge retention during certain types of training (specifically Game-Based Training). Relationships with "Digital Orientation" and gender, education level, and preference in training type were also investigated. These were measured during and after the training modules. Results were analyzed using ANOVAs and Linear Regression tests. No relationship was found between high levels of "Digital Orientation" and short-term knowledge retention during Game-Based Training. Those with higher levels of "Digital Orientation" did prefer Game-Based Training, but no other relationships were found between "Digital Orientation" and training preferences. Those with higher "Digital Orientation" tend to be younger in age. Game-Based Training increased engagement for all participants.
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