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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

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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.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


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