
Gamifying situated learning in organisations
Author(s) -
Agnessa Spanellis,
Igor Pyrko,
Viktor Dӧrfler
Publication year - 2021
Publication title -
management learning
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.906
H-Index - 77
eISSN - 1461-7307
pISSN - 1350-5076
DOI - 10.1177/13505076211038812
Subject(s) - situated , affordance , situated learning , community of practice , situated cognition , work (physics) , knowledge management , psychology , sociology , computer science , human–computer interaction , pedagogy , engineering , artificial intelligence , mechanical engineering
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.