Gamification in improving HRIS usage
Respondents come from different organizations like schools, banks, government agencies, and other sectors. The positions of the respondents vary from rand and file to the management positions and was categorized as either operational or managerial users. Data were collected as a result of snowballin...
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oai:animorepository.dlsu.edu.ph:faculty_research-68482022-09-21T03:09:25Z Gamification in improving HRIS usage Dimaranan, Raymund L. Respondents come from different organizations like schools, banks, government agencies, and other sectors. The positions of the respondents vary from rand and file to the management positions and was categorized as either operational or managerial users. Data were collected as a result of snowballing the survey using referral and social media. A significant positive correlation was observed among all variables used in this study including HRIS use, HRIS success factors, and gamification. Almost all of the correlation coefficients indicates a large effect size except gamification and HRIS use with moderate effect size. HRIS success factors significantly predicted HRIS usage with approximately 55% explanatory power. On the other hand, multiple regression shows information quality among the other constructs of HRIS success factors is the only significant predictor of HRIS use. Lastly, the moderation analysis whether gamification moderated the relationship between HRIS success factors and HRIS use indicated that the interaction model did not explain significantly. Therefore, gamification as a moderation variable was not supported. 2019-06-01T07:00:00Z text https://animorepository.dlsu.edu.ph/faculty_research/5960 Faculty Research Work Animo Repository Information storage and retrieval systems—Personnel management Gamification Human Resources Management |
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Information storage and retrieval systems—Personnel management Gamification Human Resources Management Dimaranan, Raymund L. Gamification in improving HRIS usage |
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Respondents come from different organizations like schools, banks, government agencies, and other sectors. The positions of the respondents vary from rand and file to the management positions and was categorized as either operational or managerial users. Data were collected as a result of snowballing the survey using referral and social media. A significant positive correlation was observed among all variables used in this study including HRIS use, HRIS success factors, and gamification. Almost all of the correlation coefficients indicates a large effect size except gamification and HRIS use with moderate effect size. HRIS success factors significantly predicted HRIS usage with approximately 55% explanatory power. On the other hand, multiple regression shows information quality among the other constructs of HRIS success factors is the only significant predictor of HRIS use. Lastly, the moderation analysis whether gamification moderated the relationship between HRIS success factors and HRIS use indicated that the interaction model did not explain significantly. Therefore, gamification as a moderation variable was not supported. |
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text |
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Dimaranan, Raymund L. |
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Dimaranan, Raymund L. |
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Dimaranan, Raymund L. |
title |
Gamification in improving HRIS usage |
title_short |
Gamification in improving HRIS usage |
title_full |
Gamification in improving HRIS usage |
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Gamification in improving HRIS usage |
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Gamification in improving HRIS usage |
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gamification in improving hris usage |
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Animo Repository |
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2019 |
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https://animorepository.dlsu.edu.ph/faculty_research/5960 |
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