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What are the needs and use of educational games in the modern workplace?: A case study on the prospects of equality, diversity, and inclusion education in a multinational business, through the use of a serious game
Högskolan i Skövde, Institutionen för informationsteknologi.
2021 (engelsk)Independent thesis Advanced level (degree of Master (One Year)), 15 poäng / 22,5 hpOppgave
Abstract [en]

Workplace diversity is an increasingly important topic for all companies who wish to stay in business. The purpose of this master’s thesis is to evaluate the needs and usage of a serious game in the form of an educational tool when teaching employees at a multinational business about equality, diversity, and inclusion topics. The study also involves an evaluation of the development of soft skills through an artificial environment offered through a team-based game experience. This was done by conducting a quasi-quantitative with a pre-test/post-test design, inspired by the work of Parker and Du Plooy (2021). The data gathered was analysed, where the results suggested that there is a growing need for serious games as an educational tool in the modern workplace, and if executed correctly, they can be of use for training soft skills regarding equality, diversity and inclusion matters in the employees. Notable connections between earlier research and this thesis’s findings arealsopresented and analysed.

sted, utgiver, år, opplag, sider
2021. , s. 67, 27
Emneord [en]
Equality, diversity, inclusion, serious games, workplace
HSV kategori
Identifikatorer
URN: urn:nbn:se:his:diva-20002OAI: oai:DiVA.org:his-20002DiVA, id: diva2:1574657
Eksternt samarbeid
IKEA
Fag / kurs
Informationsteknologi
Utdanningsprogram
Serious Games - Master's Programme
Veileder
Examiner
Tilgjengelig fra: 2021-06-28 Laget: 2021-06-28 Sist oppdatert: 2025-09-29bibliografisk kontrollert

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