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Madalena Ribeiro e Silva; Joana Carneiro Pinto – Journal of Workplace Learning, 2025
Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude…
Descriptors: Gamification, Work Environment, Job Enrichment, Organizational Climate
Kira, Mari; Frieling, Ekkehart – Journal of Workplace Learning, 2007
Purpose: The purpose of the paper is to explore individual and collective workplace learning and the connections between them in the contemporary industrial work. Design/methodology/approach: Two case studies were carried out in the Finnish package-supplier sector. The research methods applied were standardized observations and qualitative…
Descriptors: Learning Theories, Employees, Corporate Education, Research Methodology
Dealtry, Richard – Journal of Workplace Learning, 2005
Purpose: This article aims to deliver synoptic perspectives on the evolution taking place in corporate university management best practice. Design/methodology/approach: The insights are based on the author's co-creative client experience in the design, management and impact studies of this business and organisation development intervention. The…
Descriptors: Corporate Education, Population Groups, Participation, Enrichment Activities