Description
This Report is a summary of a meta-analytical study into the effectiveness of gamification techniques in workplace learning. The primary audience includes designers, developers, and providers of workplace learning. The general conclusion of the meta-analysis is that gamification yields small to moderate positive effects, relative to cognitive, motivational, and behavioural learning outcomes. Gamification typically achieves this through increases in job performance and engagement with workplace training. The Report defines specific gamification elements that have been used to gamify learning in adult educational and workplace settings.