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dc.contributor.advisor | Ramírez Botero, Álvaro | |
dc.contributor.author | Cano Henao, Gilly Vanessa | |
dc.contributor.author | López Camelo, Paula Andrea | |
dc.date.accessioned | 2024-04-27T17:16:10Z | |
dc.date.available | 2024-04-27T17:16:10Z | |
dc.date.issued | 2023 | |
dc.identifier.citation | Cano Henao, G. V. & López Camelo, P. A. (2023). Uso de la gamificación en los procesos de selección y de capacitación en las empresas según lo presentado por los artículos científicos publicados en Scopus entre los años 2019 y 2023. Institución Universitaria de Envigado. https://bibliotecadigital.iue.edu.co/jspui/handle/20.500.12717/3107 | spa |
dc.identifier.uri | https://bibliotecadigital.iue.edu.co/jspui/handle/20.500.12717/3107 | |
dc.description.abstract | La gamificación en contextos organizacionales utiliza elementos de la psicología y de la tecnología para su implementación, de esta forma la presente investigación tiene como objetivos describir e identificar los usos de la gamificación en los procesos de selección y capacitación de personal, y a su vez reseñar las tecnologías usadas en estos procesos gamificados. Para el efecto, se realizó una revisión sistemática de 50 artículos de la base de datos Scopus entre los años 2019 y 2023, los resultados evidencian que la gamificación influye de manera positiva en diferentes procesos organizacionales como la selección de personal, capacitación, comunicación, motivación, trabajo en equipo y aprendizaje. En conclusión, se identifica que el uso de la gamificación apoyada por diferentes herramientas tecnológicas permite que las empresas cuenten con candidatos idóneos para cubrir una vacante, empleados capacitados para ejercer su labor de manera eficiente, y permite que las organizaciones sean innovadoras y cuenten con una ventaja competitiva permitiendo fortalecer el reclutamiento y formación de los empleados por medio de herramientas tecnologías. | spa |
dc.description.abstract | Gamification in organizational contexts uses elements of psychology and technology for its implementation, thus the present research aims to describe and identify the uses of gamification in the processes of selection and training of personnel, and in turn review the technologies used in these gamified processes. For this purpose, a systematic review of 50 articles from the Scopus database was carried out between 2019 and 2023, the results show that gamification has a positive influence on different organizational processes such as personnel selection, training, communication, motivation, teamwork and learning. In conclusion, it is identified that the use of gamification supported by different technological tools allows companies to have suitable candidates to fill a vacancy, trained employees to perform their work efficiently, and allows organizations to be innovative and have a competitive advantage by strengthening the recruitment and training of employees through technological tools. | eng |
dc.description.tableofcontents | Gestión del talento humano -- Procesos de selección (reclutamiento) -- Procesos de capacitación -- Gamificación -- Empresas que emplean la gamificación -- Herramientas de la gamificación -- Elementos de juego en la gamificación -- Compromiso y gamificación -- Gamificación y emociones -- Gamificación y psicología positiva. | spa |
dc.format.extent | 160 páginas | spa |
dc.format.mimetype | application/pdf | spa |
dc.language.iso | spa | spa |
dc.publisher | Institución Universitaria de Envigado | spa |
dc.relation | info:eu-repo/semantics/bachelorThesis | spa |
dc.rights | Copyright © 2023 Institución Universitaria de Envigado | spa |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/2.5/co/ | spa |
dc.source | Institución Universitaria de Envigado | spa |
dc.source | RI-IUE | spa |
dc.title | Uso de la gamificación en los procesos de selección y de capacitación en las empresas según lo presentado por los artículos científicos publicados en Scopus entre los años 2019 y 2023 | spa |
oaire.version | http://purl.org/coar/version/c_970fb48d4fbd8a85 | spa |
dc.publisher.faculty | Facultad de Ciencias Sociales | spa |
dc.publisher.place | Envigado, Colombia | spa |
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dc.relation.references | Zenkina, S. V., et. al (2020). Capabilities of digital gamification resources to form the basis of information security. In Journal of Physics: Conference Series (Vol. 1691, No. 1, p. 012064). IOP Publishing. https://iopscience.iop.org/article/10.1088/1742-6596/1691/1/012064/meta | spa |
dc.rights.creativecommons | Atribución-NoComercial-SinDerivadas 2.5 Colombia (CC BY-NC-ND 2.5 CO) | spa |
dc.type.coar | http://purl.org/coar/resource_type/c_7a1f | spa |
dc.type.driver | info:eu-repo/semantics/article | spa |
dc.type.local | Tesis/Trabajo de grado - Monografía - Pregrado | spa |
dc.type.redcol | https://purl.org/redcol/resource_type/CT | spa |
dc.type.version | http://purl.org/coar/version/c_970fb48d4fbd8a85 | spa |
thesis.degree.name | Psicóloga | spa |
thesis.degree.level | Pregrado | spa |
thesis.degree.discipline | Facultad de Ciencias Sociales, Humanas y Educación. Psicología | spa |
thesis.degree.grantor | Institución Universitaria de Envigado IUE | spa |
dc.rights.accessrights | http://purl.org/coar/access_right/c_abf2 | spa |
dc.subject.proposal | Gamificación | spa |
dc.subject.proposal | Gamificación en procesos de selección | spa |
dc.subject.proposal | Gamificación en procesos de capacitación | spa |
dc.subject.proposal | Tecnologías en procesos de gamificación | spa |
dc.subject.proposal | Gamificación organizacional | spa |
dc.subject.proposal | Gamification | eng |
dc.subject.proposal | Gamification in selection processes | eng |
dc.subject.proposal | Gamification in training processes | eng |
dc.subject.proposal | Technologies in gamification processes | eng |
dc.subject.proposal | Organizational gamification | eng |
oaire.accessrights | http://purl.org/coar/access_right/c_abf2 | spa |