Gamification in Public Sector Training: Evidence from Ireland
Main Article Content
Keywords: Educational Technology, Gamification, Instructional Design, Mixed Methods, Public Sector Training, Simulation-Based Learning
Abstract
Background: Gamification has gained prominence as an instructional strategy to enhance learner engagement in educational technology. However, its effectiveness in producing measurable learning and performance outcomes remains debated, particularly within public sector training environments where traditional approaches often result in low engagement and limited skill transfer.
Aims: This study aims to evaluate the effectiveness of a simulation-based gamification approach in improving employee engagement, competency development, and task performance within Irish public sector training, based on an integrated framework proposed by Udeh (2025).
Methods: A convergent mixed-methods design was adopted, combining quantitative and qualitative data collected concurrently. The study involved 84 public sector participants who engaged in a gamified simulation intervention. Data collection included engagement surveys, competency assessments, system-generated performance metrics, and semi-structured interviews. Quantitative data were analysed using inferential statistics, while qualitative data were examined through thematic analysis.
Results: The findings reveal statistically significant improvements in learner engagement (p < .01), alongside notable gains in task accuracy and efficiency. Competency development, particularly in analytical and decision-making skills, also improved. Qualitative results highlight that contextual alignment, realism of simulation scenarios, and system usability are critical factors influencing learning effectiveness
Article Details
References
Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322
Boone, H. N., Boone, A, D., & Boone. (2017). Analyzing Likert Data. Journal of Extension, 50(2), 1–6. https://doi.org/10.34068/joe.50.02.48
Branch, R. M. (2016). Instructional Design: The ADDIE Approach. Spinger New York. https://doi.org/10.1007/978-0-387-09506-6
Campion, M. A., FINK, A. A., RUGGEBERG, B. J., CARR, L., PHILLIPS, G. M., & ODMAN, R. B. (2020). Doing competencies well: Best practices in competency modeling. Personnel Psychology, 64(1), 225–262. https://doi.org/10.1111/j.17446570.2010.01207.x
Chernikova, O., Heitzmann, N., Stadler, M., Holzberger, D., Seidel, T., & Fischer, F. (2020). Simulation-Based Learning in Higher Education : A Meta-Analysis. Review of Educational Research, 90(4), 499–541. https://doi.org/10.3102/0034654320933544
Clark, Douglas B, Tanner-Smith, Emily E, & Killingsworth, Stephen S. (2016). Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis. Review of Educational Research, 86(1), 79–122. https://doi.org/10.3102/0034654315582065
Creswell, J. W., & Plano Clark, V. L. (2018). Designing and conducting mixed methods research (3rd ed.). Sage.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2016). From game design elements to gamefulness: defining “gamification.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15. https://doi.org/10.1145/2181037.2181040
European Commission. (2021). Digital Education Action Plan (2021–2027). https://education.ec.europa.eu
Fetters, Michael D, & Molina-Azorin, José F. (2020). Utilizing a Mixed Methods Approach for Conducting Interventional Evaluations. Journal of Mixed Methods Research, 14(2), 131–144. https://doi.org/10.1177/1558689820912856
Field, A. (2018). Discovering Statistics Using IBM SPSS Statistics (5th ed.). Sage.
Gegenfurtner, A., Quesada-Pallarès, C., & Knogler, M. (2019). Digital simulation-based training: A meta-analysis. Br. J. Educ. Technol., 45, 1097–1114. https://doi.org/10.1111/BJET.12188
Ghasemi, A., & Zahediasl, S. (2019). Normality tests for statistical analysis: a guide for non-statisticians. International Journal of Endocrinology and Metabolism, 10(2), 486–489. https://doi.org/10.5812/ijem.3505
Gregor, S., & Hevner, A. R. (2019). Positioning and presenting design science research for maximum impact. MIS Quarterly, 43(2), 337–355. https://doi.org/10.25300/MISQ/2019/14163
Guetterman, T. C., Fetters, M. D., & Creswell, J. W. (2019). Integrating quantitative and qualitative results in health science mixed methods research. American Behavioural Scientist, 63(1), 54–74. https://doi.org/10.1177/0002764218772673
Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2019). Multivariate data analysis (8 ed.). Cengage Learning.
Ifenthaler, D., & Yau, J. Y. K. (2020). Utilising learning analytics for study success: Reflections on current empirical findings. Research and Practice in Technology Enhanced Learning, 15(1), 1–17. https://doi.org/10.1186/s41039-020-00134-x
Johannesson, P., & Perjons, E. (2021). An introduction to design science (2 ed.). Springer. https://doi.org/10.1007/978-3-030-78132-8
Kallio, H., Pietila, A. M., Johnson, M., & Kangasniemi, M. (2016). Systematic methodological review: Developing a framework for a qualitative semi-structured interview guide. Journal of Advanced Nursing, 72(12), 2954–2965. https://doi.org/10.1111/jan.13031
Klarkowski, M., Johnson, D., Wyeth, P., Smith, S., & Phillips, C. (2016). Operationalising and evaluating sub-optimal and optimal play experiences through challenge-skill manipulation. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 5583–5594. https://doi.org/10.1145/2858036.2858563
Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191–210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013
Lakens, Daniël. (2017). Equivalence Tests: A Practical Primer for t Tests, Correlations, and Meta-Analyses. Social Psychological and Personality Science, 8(4), 355–362. https://doi.org/10.1177/1948550617697177
Landers, R. N. (2019). Gamification misunderstood: How badly executed and rhetorical gamification obscures its transformative potential. Journal of Management Inquiry, 28(2), 137–140. https://doi.org/10.1177/1056492618790913
Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018). Gamification science, its history and future: Definitions and a research agenda. Simulation & Gaming, 49(3), 315–337. https://doi.org/10.1177/1046878118774385
Landers, R. N., & Marin, S. (2021). Theory and practice of gamification in education. Simulation & Gaming, 52(6), 1–18. https://doi.org/10.1177/10468781211010694
Lodge, M., & Hood, C. (2021). The politics of public service reform. Public Administration, 99(1), 1–17. https://doi.org/10.1111/padm.12703
Makransky, G., & Petersen, G. B. (2021). The Cognitive Affective Model of Immersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality. Educational Psychology Review, 33(3), 937–958. https://doi.org/10.1007/s10648-020-09586-2
Makransky, Petersen, G. B., & Klingenberg, S. (2021). Immersive virtual reality and learning: A meta-analysis. Educational Psychology Review, 33, 937–958. https://doi.org/10.1007/s10648-020-09586-2
Mergel, I., Edelmann, N., & Haug, N. (2019). Defining digital transformation in the public sector. Government Information Quarterly, 36(4), 101385.https://doi.org/10.1016/j.giq.2019.06.002
Narciss, S. (2017). Conditions and effects of feedback viewed through the lens of the interactive tutoring feedback model. In D. H. Jonassen (Ed.), Handbook of research on educational communications and technology (4 ed., hal. 131–153). Springer. https://doi.org/10.1007/978-3-319-17727-4_9
Noe, R. A., & Kodwani, A. D. (2018). Employee training and development (7 ed.). McGraw-Hill.
Nowell, Lorelli S, Norris, Jill M, White, Deborah E, & Moules, Nancy J. (2017). Thematic Analysis: Striving to Meet the Trustworthiness Criteria. International Journal of Qualitative Methods, 16(1), 1609406917733847. https://doi.org/10.1177/1609406917733847
OECD. (2020). The OECD Digital Government Policy Framework. https://www.oecd.org
OECD. (2023). Public service leadership and capability: Strengthening public sector performance. OECD Publishing. https://doi.org/10.1787/2b87c6a0-en
Peterson, C. (2016). Bringing ADDIE to life: Instructional design at its best. Journal of Educational Multimedia and Hypermedia, 25(3), 227–241. https://doi.org/10.54443/morfai.v5i4.4223
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/https://doi.org/10.1016/j.compedu.2019.103778
Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective. In Contemporary educational psychology. Springer. https://doi.org/10.1007/978-3-030-32034-2
Sailer, M., & Homner, L. (2020). The Gamification of Learning: a Meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w
Salas, S. I., Kraiger, K., Smith-Jentsch, K. A., & Tannenbaum, E. (2017). The science of training and development in organizations: What matters in practice. Psychological Science in the Public Interest, 13(2), 74–101. https://doi.org/10.2307/23484697
Saunders, M., Lewis, P., & Thornhill, A. (2019). Research methods for business students (8 ed.). Pearson.
Shute, V. J., & Rahimi, S. (2021). Review of computer-based assessment for learning in elementary and secondary education. Educational Measurement: Issues and Practice, 40(1), 16–28. https://doi.org/10.1111/emip.12386
Sitzmann, T., & Weinhardt, J. M. (2019). Training engagement theory: A multilevel perspective on the effectiveness of work-related training. Journal of Applied Psychology, 104(6), 732–756. https://doi.org/10.1037/apl0000400
Taber, K. S. (2018). The use of Cronbach’s alpha when developing and reporting research instruments. Research in Science Education, 48(6), 1273–1296. https://doi.org/10.1007/s11165-016-9602-2
Toda, A. M., Valle, P. H. D., & Isotani, S. (2019). The dark side of gamification: An overview of negative effects of gamification in education. Educational Technology & Society, 22(2), 1–15. https://doi.org/10.1007/978-3-319-97934-2_9
Udeh, S. U. (2025). An integrated simulation-based gamification framework for business competency and performance management. Technological University Dublin.
Van Roy, R., & Zaman, B. (2019). Unravelling the Ambivalent Motivational Power of Gamification: A Systematic Literature Review. Computers & Education, 127, 1–21. https://doi.org/10.1016/j.compedu.2018.08.009
Viberg, O., Hatakka, M., Balter, O., & Mavroudi, A. (2018). The current landscape of learning analytics. Computers in Human Behavior, 89, 98–110. https://doi.org/10.1016/j.chb.2018.07.027
Wiles, R. (2020). What are qualitative research ethics? Bloomsbury Academic.
