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GAMIFICATION IN IMPROVING HRIS USAGE
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This study investigates the capacity of gamification to improve the utilization of HRIS (Human Resource Information Systems). The respondents were selected from a wide range of sectors, including schools, banks, government agencies, and others. They represented different positions, from lower-level employees to management responsibilities, and were characterized as either operational or managerial users. The data collection process employed a snowball sampling technique, which involved obtaining referrals from current users of the HRIS system. The study found a strong positive association between all variables, including organizational impact, HRIS use, HRIS success factors, and gamification. The majority of correlation coefficients demonstrated a substantial effect size, with the exception of gamification and HRIS utilization, which displayed a modest effect size. The success criteria of HRIS had a considerable impact on the usage of HRIS, accounting for around 55% of the variation. Information quality was found to be the only significant predictor of HRIS utilization among the several factors that contribute to the success of HRIS. However, the moderation study investigating whether gamification played a moderating role in the link between HRIS success factors and HRIS use did not yield significant evidence supporting gamification as a moderating variable.
International College Suan Sunandha Rajabhat University
Title: GAMIFICATION IN IMPROVING HRIS USAGE
Description:
This study investigates the capacity of gamification to improve the utilization of HRIS (Human Resource Information Systems).
The respondents were selected from a wide range of sectors, including schools, banks, government agencies, and others.
They represented different positions, from lower-level employees to management responsibilities, and were characterized as either operational or managerial users.
The data collection process employed a snowball sampling technique, which involved obtaining referrals from current users of the HRIS system.
The study found a strong positive association between all variables, including organizational impact, HRIS use, HRIS success factors, and gamification.
The majority of correlation coefficients demonstrated a substantial effect size, with the exception of gamification and HRIS utilization, which displayed a modest effect size.
The success criteria of HRIS had a considerable impact on the usage of HRIS, accounting for around 55% of the variation.
Information quality was found to be the only significant predictor of HRIS utilization among the several factors that contribute to the success of HRIS.
However, the moderation study investigating whether gamification played a moderating role in the link between HRIS success factors and HRIS use did not yield significant evidence supporting gamification as a moderating variable.
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