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Introducing gamification tools into developers’ team meetings to enhance engagement and outcomes
Low participants engagement, lack of motivation, and inactivity in online meetings is a problem faced by organizations around the world. The issue grew during the COVID-19 pandemic, when work moved from offices to homes and is still present as the remote workstyle has stayed in many organizations. The objective of this thesis project was to design and introduce gamification tools into online meetings to increase participants’ engagement and to measure the engagement afterwards. The case study was done with the client company, a cloud consultancy business headquartered in Helsinki, Finland, with offices around Europe. The research focused on a team of cloud developers in the Application Management department of the company and the monthly team meetings held online. The approach was to put the meeting’s participants in the center and design the meeting practices in a way to engage participants and enhance their motivation. From this approach two frameworks were chosen. Firstly, a service design model was used to structure research methods in four phases: research, ideation, prototyping, and implementation. Secondly, a gamification framework, Player Centered Design, was used to identify the research subjects’ motivations and to design gamification activities for the meeting. A selected number of research subjects were interviewed and asked to respond to tests to find their motivation characteristics and player types. Based on the findings, the meeting scenario was designed. It was found, that adding gamification to an online meeting increased the participants’ engagement and satisfaction. The results were obtained through a test measuring users’ engagement done by the participants after the meeting was ended. The test results scale was from 1 to 5. The test was sent after a meeting without facilitation and after a session with designed gamification tools to compare the results. The aim was to gain 1 point in the scale after introducing the gamification to the meeting. It was marginally reached with the result of a ...
Introducing gamification tools into developers’ team meetings to enhance engagement and outcomes
Low participants engagement, lack of motivation, and inactivity in online meetings is a problem faced by organizations around the world. The issue grew during the COVID-19 pandemic, when work moved from offices to homes and is still present as the remote workstyle has stayed in many organizations. The objective of this thesis project was to design and introduce gamification tools into online meetings to increase participants’ engagement and to measure the engagement afterwards. The case study was done with the client company, a cloud consultancy business headquartered in Helsinki, Finland, with offices around Europe. The research focused on a team of cloud developers in the Application Management department of the company and the monthly team meetings held online. The approach was to put the meeting’s participants in the center and design the meeting practices in a way to engage participants and enhance their motivation. From this approach two frameworks were chosen. Firstly, a service design model was used to structure research methods in four phases: research, ideation, prototyping, and implementation. Secondly, a gamification framework, Player Centered Design, was used to identify the research subjects’ motivations and to design gamification activities for the meeting. A selected number of research subjects were interviewed and asked to respond to tests to find their motivation characteristics and player types. Based on the findings, the meeting scenario was designed. It was found, that adding gamification to an online meeting increased the participants’ engagement and satisfaction. The results were obtained through a test measuring users’ engagement done by the participants after the meeting was ended. The test results scale was from 1 to 5. The test was sent after a meeting without facilitation and after a session with designed gamification tools to compare the results. The aim was to gain 1 point in the scale after introducing the gamification to the meeting. It was marginally reached with the result of a ...
Introducing gamification tools into developers’ team meetings to enhance engagement and outcomes
Postola, Aleksandra (Autor:in)
01.01.2023
Sonstige
Elektronische Ressource
Englisch
DDC:
690
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