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Enhancing Training Engagement in Quick-service Restaurants Through Gamification

Capstone
2026

Repository

Description

The purpose of the action research study is to examine the impact of gamified elements on employees in the quick-service industry. For the purposes of this study, gamification will be generally defined as the integration of game-based elements, such as points, badges, challenges, and progress tracking, into workplace training. The theory guiding this study is andragogy and Self-Determination Theory, as it is the process by which adults learn and retain information and the process of motivation for learning based on competence, autonomy, and relatedness. It is anticipated that gamified training will increase employee engagement and improve knowledge retention compared to traditional training methods.
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Record Data:

Program :
  • Doctor of Education
Location :
  • CBE
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