dc.contributor.advisor | Nicolaou, Daina | en |
dc.contributor.author | Kalli, Andria | en |
dc.coverage.spatial | Cyprus | en |
dc.creator | Kalli, Andria | en |
dc.date.accessioned | 2022-04-05T10:41:37Z | |
dc.date.available | 2022-04-05T10:41:37Z | |
dc.date.issued | 2021-12-10 | |
dc.identifier.uri | http://gnosis.library.ucy.ac.cy/handle/7/65140 | en |
dc.description.abstract | As the business world continuously changes, a new generational cohort, known as Generation Z, iGen or digital natives is entering the workplace. Simultaneously, the importance of working with fun is growing with the entry of Generation Z. At this point, Gamification is gaining ground in business contexts, as a tool that adds fun to various human resource practices, from the stage of recruitment to employee engagement, development and retention. Therefore, the present study sought to identify the career expectations and preferences of current or future employees belonging to Generation Z (individuals born between 1995-2012), and also explore their perceptions on gamified training. This paper used a quantitative research method based on an online questionnaire to collect primary data on this topic. Findings have shown that among other important factors, work-life balance, training and development opportunities and recognition for job performance are the most sought-after career expectations for Generation Z. Moreover, the results of this study also
highlighted the positive perceptions of Gen Z individuals regarding gamification in learning and development practices. Undoubtedly, this paperwork underlines some remarkable insights into Generation Z and its expectations and preferences in the workplace, as well as its perceptions of gamification in learning and development. However as with any research, it is subject to several limitations and opportunities for future research which are further explained. | en |
dc.language.iso | eng | en |
dc.publisher | Πανεπιστήμιο Κύπρου, Σχολή Οικονομικών Επιστημών και Διοίκησης / University of Cyprus, Faculty of Economics and Management | |
dc.rights | info:eu-repo/semantics/openAccess | en |
dc.rights | Open Access | en |
dc.title | Management of generation Z: gamification technique in learning and development practices | en |
dc.type | info:eu-repo/semantics/masterThesis | en |
dc.contributor.committeemember | Nicolaou, Daina | en |
dc.contributor.department | Πανεπιστήμιο Κύπρου, Σχολή Οικονομικών Επιστημών και Διοίκησης, Τμήμα Διοίκησης Επιχειρήσεων και Δημόσιας Διοίκησης | el |
dc.contributor.department | University of Cyprus, Faculty of Economics and Management, Department of Business and Public Administration | en |
dc.subject.uncontrolledterm | GENERATION Z | en |
dc.subject.uncontrolledterm | CAREER EXPECTATIONS | en |
dc.subject.uncontrolledterm | GAMIFICATION | en |
dc.subject.uncontrolledterm | GAMIFIED TRAINING | en |
dc.subject.uncontrolledterm | ACTIVE ENGAGEMENT | en |
dc.subject.uncontrolledterm | LEARNING AND DEVELOPMENT | en |
dc.subject.uncontrolledterm | TRAINING | en |
dc.subject.uncontrolledterm | HUMAN RESOURCE MANAGEMENT | en |
dc.author.faculty | Σχολή Οικονομικών Επιστημών και Διοίκησης / Faculty of Economics and Management | |
dc.author.department | Τμήμα Διοίκησης Επιχειρήσεων και Δημόσιας Διοίκησης / Department of Business and Public Administration | |
dc.type.uhtype | Master Thesis | en |