From Passive Learning to Active Engagement: Investigating Gamified Enterprise System Training

This study explores the effect of gamified enterprise systems (ES) training on user learning, motivation, and engagement, as well as stakeholder perceptions of its benefits and drawbacks. Based on 16 qualitative interviews across four organizations that use a Norwegian gamified training platform, the research reveals that gamification supports active learning, memory retention, and realistic task practice. Motivation is enhanced through autonomy, feedback, and competition, while engagement is linked to enjoyment and concentration. Stakeholders identify advantages, including flexibility, relevance, and cost-efficiency, alongside drawbacks such as limited interpersonal interaction and declining engagement over time. Analyzed through the lens of self-determination theory, cognitive load theory, and flow theory, our main findings suggest that gamified ES training can effectively complement traditional methods when thoughtfully designed and contextually adapted. This research contributes empirical insights from organizational settings, which are currently underrepresented in the gamification literature.

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Publication Details

Journal
Procedia Computer Science
Published
2026-01-01
DOI
https://doi.org/10.1016/j.procs.2026.03.062
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

From Passive Learning to Active Engagement: Investigating Gamified Enterprise System Training

Moutaz Haddara, M. Langseth, Amy Hammer, Anine Branas
Procedia Computer Science
Educational Games and Gamification
article

From Passive Learning to Active Engagement: Investigating Gamified Enterprise System Training

Moutaz Haddara, M. Langseth, Amy Hammer, Anine Branas
article en

Abstract

This study explores the effect of gamified enterprise systems (ES) training on user learning, motivation, and engagement, as well as stakeholder perceptions of its benefits and drawbacks. Based on 16 qualitative interviews across four organizations that use a Norwegian gamified training platform, the research reveals that gamification supports active learning, memory retention, and realistic task practice. Motivation is enhanced through autonomy, feedback, and competition, while engagement is linked to enjoyment and concentration. Stakeholders identify advantages, including flexibility, relevance, and cost-efficiency, alongside drawbacks such as limited interpersonal interaction and declining engagement over time. Analyzed through the lens of self-determination theory, cognitive load theory, and flow theory, our main findings suggest that gamified ES training can effectively complement traditional methods when thoughtfully designed and contextually adapted. This research contributes empirical insights from organizational settings, which are currently underrepresented in the gamification literature.

Procedia Computer ScienceVol. 278
Høyskolen Kristiania (NO)
Openalex Percentile: Top 12%
Educational Games and Gamification
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