Please use this identifier to cite or link to this item: https://bibliotecadigital.iue.edu.co/jspui/handle/20.500.12717/3107
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dc.contributor.advisorRamírez Botero, Álvaro-
dc.contributor.authorCano Henao, Gilly Vanessa-
dc.contributor.authorLópez Camelo, Paula Andrea-
dc.date.accessioned2024-04-27T17:16:10Z-
dc.date.available2024-04-27T17:16:10Z-
dc.date.issued2023-
dc.identifier.citationCano 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/20.500.12717/3107spa
dc.identifier.urihttps://bibliotecadigital.iue.edu.co/jspui/handle/20.500.12717/3107-
dc.description.abstractLa 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.abstractGamification 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.tableofcontentsGestión 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.extent160 páginasspa
dc.format.mimetypeapplication/pdfspa
dc.language.isospaspa
dc.publisherInstitución Universitaria de Envigadospa
dc.relationinfo:eu-repo/semantics/bachelorThesisspa
dc.rightsCopyright © 2023 Institución Universitaria de Envigadospa
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/2.5/co/spa
dc.sourceInstitución Universitaria de Envigadospa
dc.sourceRI-IUEspa
dc.titleUso 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 2023spa
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85spa
dc.publisher.facultyFacultad de Ciencias Socialesspa
dc.publisher.placeEnvigado, Colombiaspa
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dc.rights.creativecommonsAtribución-NoComercial-SinDerivadas 2.5 Colombia (CC BY-NC-ND 2.5 CO)spa
dc.type.coarhttp://purl.org/coar/resource_type/c_7a1fspa
dc.type.driverinfo:eu-repo/semantics/articlespa
dc.type.localTesis/Trabajo de grado - Monografía - Pregradospa
dc.type.redcolhttps://purl.org/redcol/resource_type/CTspa
dc.type.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85spa
thesis.degree.namePsicólogaspa
thesis.degree.levelPregradospa
thesis.degree.disciplineFacultad de Ciencias Sociales, Humanas y Educación. Psicologíaspa
thesis.degree.grantorInstitución Universitaria de Envigado IUEspa
dc.rights.accessrightshttp://purl.org/coar/access_right/c_abf2spa
dc.subject.proposalGamificaciónspa
dc.subject.proposalGamificación en procesos de selecciónspa
dc.subject.proposalGamificación en procesos de capacitaciónspa
dc.subject.proposalTecnologías en procesos de gamificaciónspa
dc.subject.proposalGamificación organizacionalspa
dc.subject.proposalGamificationeng
dc.subject.proposalGamification in selection processeseng
dc.subject.proposalGamification in training processeseng
dc.subject.proposalTechnologies in gamification processeseng
dc.subject.proposalOrganizational gamificationeng
oaire.accessrightshttp://purl.org/coar/access_right/c_abf2spa
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