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Pengaruh digital engagement dan gamifikasi terhadap work engagement karyawan yang bekerja di Jakarta dan Tangerang
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Pengaruh digital engagement dan gamifikasi terhadap work engagement karyawan yang bekerja di Jakarta dan Tangerang (2020)Pengaruh digital engagement dan gamifikas…The effect of gamification on motivation and engagement (2017)The effect of gamification on…A theory of work gamification: Something old, something new, something borrowed, something cool? (2016)A theory of work gamification…Game on: Engaging customers and employees through gamification (2015)Game on: Engaging customers a…The engageable personality: Personality and trait EI as predictors of work engagement (2014)The engageable personality: P…METODE PENELITIAN Kuantitatif, Kualitatif dan R&D (2014)METODE PENELITIAN Kuantitatif…Distinct skill pathways to digital engagement (2013)Distinct skill pathways to di…Rethinking Regulatory Engagement Theory (2009)Rethinking Regulatory Engagem…Pengaruh Kecerdasan Emosional dan Kemampuan Adaptasi terhadap Employee Engagement (2022)Pengaruh Kecerdasan Emosional…Meneropong Dampak Stress, Social Skills dan Internet Addiction pada Office Workers semasa Covid-19 (2021)Meneropong Dampak Stress, Soc…PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK. (1990)Business-unit-level relationship between employee satisfaction, employee engagement, and business outcomes: A meta-analysis. (2002)Antecedents and consequences of employee engagement (2006)A qualitative investigation of student perceptions of game elements in a gamified course (2017)Does gamification affect brand engagement and equity? A study in online brand communities (2020)Past, present, and future of customer engagement (2021)Self-efficacy mechanism in human agency. (1982)Handbook of educational psychology (1997)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Internet Skills, Sources of Support, and Benefiting From Internet Use (2013)A study of the relationship between parental mediation and adolescents’ digital skills, online risks and online opportunities (2018)Conceptualizing digital capital (2018)Emotional Intelligence (1990)A very brief measure of the Big-Five personality domains (2003)Job demands, job resources, and their relationship with burnout and engagement: a multi‐sample study (2004)Engaging students emotionally: the role of emotional intelligence in predicting cognitive and affective engagement in higher education (2016)Are the emotionally intelligent good citizens or counterproductive? A meta-analysis of emotional intelligence and its relationships with organizational citizenship behavior and counterproductive work behavior (2017)Work engagement and job performance: the moderating role of perceived organizational support (2017)A Theory of Cognitive Dissonance (1957)A circumplex model of affect. (1980)Influence of Facebook brand-page posts on online engagement (2015)A Theory of Cognitive Dissonance (2017)Customer engagement and online reviews (2017)The effect of telepresence, social presence and involvement on consumer brand engagement: An empirical study of non-profit organizations (2017)A Theory of Social Comparison Processes (1954)The Social Psychology of Organizations. (1979)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Uncovering the dark side of gamification at work: Impacts on engagement and well-being (2020)The ethics of people analytics: risks, opportunities and recommendations (2021)Artificial Intelligence–HRM Interactions and Outcomes: A Systematic Review and Causal Configurational Explanation (2022)Flow: the psychology of optimal experience (1990)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)What Video Games Have to Teach Us about Learning and Literacy (2004)The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm (2019)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Virtual reality and gamification in education: a systematic review (2024)Determining Sample Size for Research Activities (1970)Uji Validitas dan Reliabilitas Instrumen Penelitian Kuantitatif (2018)Bekerja dari Rumah (Working From Home/WFH): Menuju Tatanan Baru Era Pandemi COVID 19 (2020)Career Adapt-Abilities Scale: Construction, reliability, and measurement equivalence across 13 countries (2012)Burnout and Work Engagement: The JD–R Approach (2014)Job demands–resources theory: Taking stock and looking forward. (2016)Saudi Journal of Business and Management Studies (2019)Dampak Pandemi COVID-19 terhadap Perekonomian Indonesia (2020)The Influence of 4C (Constructive, Critical, Creativity, Collaborative) Learning Model on Students’ Learning Outcomes (2021)
this work references cited by second hop

References

  • 2014METODE PENELITIAN Kuantitatif, Kualitatif dan R&D14,569 cited
  • 2017The effect of gamification on motivation and engagement887 cited
  • 2015Game on: Engaging customers and employees through gamification299 cited
  • 2013Distinct skill pathways to digital engagement273 cited
  • 2016A theory of work gamification: Something old, something new, something borrowed, something cool?203 cited
  • 2014The engageable personality: Personality and trait EI as predictors of work engagement184 cited
  • 2009Rethinking Regulatory Engagement Theory118 cited

Cited by

  • 2022Pengaruh Kecerdasan Emosional dan Kemampuan Adaptasi terhadap Employee Engagement6 cited
  • 2021Meneropong Dampak Stress, Social Skills dan Internet Addiction pada Office Workers semasa Covid-191 cited

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