Faculty of Commerce, Law and Management (ETDs)
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Item Gamification in production of a manufacturing firm in South Africa(University of the Witwatersrand, Johannesburg, 2024) Jooste, Stephanie MargaretGamification although an old concept, is only recently being adopted into various industries which have shown tremendous positive outcomes from the adoption of the concept. However, the manufacturing industry in South Africa lacks diversity and has failed to adopt the new concept. Therefore, it is critical to explore the potential of gamification in this sector. The extant body of literature on gamification highlights the concept's beneficial consequences; yet, as no research has been done to document gamification's long-term effects, caution is advised. Leaving adopters uncertain about the duration of time they can enjoy the advantages of higher output and staff engagement. The concept of gamification was investigated in the manufacturing industry todetermine if adoption is a viable option. This research provided insights on the complexity of the workforce and the resistance towards change. The industry is hungry for a disturbance to drive productivity and employee engagement to the next level. A qualitative methodology was employed, with 4 participants from one manufacturing firm supplying information on how gamification might be implemented in the manufacturing sector and the potential impact. The research findings provide insight into the difficulties the company would face if gamification was implemented. While highlighting the anticipated benefits, participants voiced concern about the workforce's divergent viewpoints. The overall viewpoint of the participants was that gamification can have a positive impact on productivity levels in the firm if introduced in a slow cautious manner. One of the main recommendations was to implement gamification in the company in conjunction with a motivational theory as a means of assisting the employees in adapting to the shift. It was recommended that the change must happen slowly and purposeful, it is imperative that the workforce understands the change and what is to be expected from itItem Gamifying cyber security training for improved employee engagement in the South African banking industry(University of the Witwatersrand, Johannesburg, 2023) Bava, AashikaBased on the South African banking cyber threat landscape, cybercriminals have exploited the Covid-19 pandemic to carry out malicious activities and fulfil their nefarious intentions. Contrary to popular belief, cyber criminals primarily target humans because humans are the weakest targets and the first barrier to breakthrough to extract confidential data or bypass systems. Consequently, human error emerges as the primary cause of cyber-attacks, underscoring the critical role of cyber security training in mitigating such risks. Therefore, cyber security training becomes the foremost line of defence in safeguarding employees and organisations against the loss of personal information, financial loss, and reputational damage. For cyber security training to be effective, employee engagement with the training content is of utmost importance. Equipping employees with recommended cyber security tools to protect themselves and their organisations assumes a crucial role within the training framework. In the South African banking industry, organisations must prioritise creating cyber security awareness by identifying the most interactive training methodology to enhance employee engagement. This study focuses on investigating the level of training engagement among South African bank employees concerning critical cyber threats, considering both traditional and modern cyber security training programmes. Additionally, the research explores modern cyber security training tools and techniques, with a specific emphasis on gamification, to empower employees. Adopting a quantitative research methodology, the study employs a questionnaire to analyse employee training engagement in critical cyber threat scenario games, encompassing threats such as phishing and malware. The findings of this research highlight that modern training methods, compared to traditional methodologies, incorporate positive reinforcement techniques that significantly improve cyber security training engagement across the South African banking industryItem Gamification as a tool for supporting Entrepreneurship Education in South Africa(University of the Witwatersrand, Johannesburg, 2022) Sephiti, Kelebogile; Urban, BorisThe significance of entrepreneurship as a vital economic factor has tremendously burgeoned in the past decades as it aided in curbing the impact of unemployment and the global economic downturn. With its scope proliferating in every field, educational institutions have started incorporating it into their learning system as Entrepreneurship Education (EE). To enhance the effectiveness of EE, educators are employing diverse strategies. Among these techniques, gamification is seen as a major one. Gamification as a tool uses game-based design in non-game settings, making it a captivating practice which helps improve students’ engagement in innovative learning. The purpose of this study is to assess the impact of game-based learning on entrepreneurship education in South Africa. The required data is collected from an Entrepreneurship Education Foundation based in South Africa, which aims to foster a community of responsible entrepreneurs and collaborates with beneficiaries who study in secondary as well as tertiary educational institutions. The collected data is interrogated using quantitative analysis for further interpretation and the results suggest that gaming, when used as a tool for entrepreneurship education, increases the chances of an individual becoming an entrepreneurItem The gamification of inventory management in South African petrochemical refineries(2020) Mashinini, MelisizweSupply chain inventory is a major source of cost, which is why inventory management is a critical focus area for companies. Lean inventory management is the combination of lean and inventory management practices to optimise between inventory cost and customer value. Lean inventory management is enabled by an engaged and empowered workforce. Gamification is the use of game design elements in non-game contexts as a means to improving human engagement and productivity. Combining gamification with lean inventory management is proposed as a method to improve the inventory performance of a company, by improving workforce engagement and productivity. This quantitative research examined the gamification of supply chain inventory management in lean South African (SA) located petrochemical companies. A model linking the quantifiable barriers which can impact the adoption and implementation of gamified lean inventory management was conceptualised. Applying this conceptual model, an online survey was developed and e-mailed to gather data from 62 respondents representing 5 major SA located petrochemical companies to enable formal hypothesis testing. The results suggest that lean management is a prerequisite for successful gamification and that inventory performance is improved by the adoption and implementation of gamified lean inventory management. Training of employees is recommended as a key intervention to overcome the main barrier to adoption and implementation. This research contributes to knowledge by generating practice insights into lean inventory management and gamification. Furthermore, the study advances the theoretical agenda of determining the pre-determinants of gamification success and whether lean management is a prerequisite for adopting digital tools. In future, it is recommended that research considers the effect of the external environment and individual player types on adoption and implementation.