Evaluating the effectiveness of gamification supported by AI and ML technologies in employee training programs of the IT sector in Sri Lanka

dc.contributor.advisorRathnayake, S
dc.contributor.authorSandasika, WAP
dc.date.accept2024
dc.date.accessioned2025-07-18T08:05:17Z
dc.date.issued2024
dc.description.abstractThe employee training programs are being revolutionized, especially in the IT industry, by the incorporation of gamification supported by Artificial Intelligence (AI) and Machine Learning (ML) technology. This study aims to assess the effectiveness of these gamified training models in Sri Lanka’s IT industry. Leveraging the Technology Acceptance Model (TAM), the research investigates how subjective norm (SN), perceived usefulness (PU), and perceived ease of use (PEOU) impact behavioral intention (BI) to engage with gamified training programs. Quantitative analysis approach was adopted, beginning with a comprehensive literature review to identify key factors affecting employee engagement in gamified training. These factors include rewards and recognition, competition, autonomy, progress tracking, interactive content, real-time feedback, personalized learning paths, and social influences. Following this, empirical data were collected from a diverse sample of IT professionals in Sri Lanka through surveys. The hypotheses are tested using Pearson’s correlation and regression analyses techniques. According to the results, a significant positive relationship between independent variables (PU, PEOU & SN) and dependent variable (BI) is identified. Specifically, the analysis shows that perceived usefulness and ease of use significantly enhance behavioral intention to engage with gamified training programs. At the same time, social influence also plays a major role in shaping these intentions. The regression models explain a significant proportion of the variance in behavioral intention, confirming the applicability of TAM in this context. The study concludes that to optimize training effectiveness, organizations should focus on designing gamified training programs that are perceived as useful and easy to use and foster a supportive social environment. These insights are particularly relevant for the IT sector in Sri Lanka, providing a framework for implementing more engaging and effective training strategies
dc.identifier.accnoTH5697
dc.identifier.citationSandasika, W.A.P. (2024). Evaluating the effectiveness of gamification supported by AI and ML technologies in employee training programs of the IT sector in Sri Lanka [Master’s theses, University of Moratuwa]. Institutional Repository University of Moratuwa. https://dl.lib.uom.lk/handle/123/23891
dc.identifier.degreeMBA in Information Technology
dc.identifier.departmentDepartment of Computer Science & Engineering
dc.identifier.facultyEngineering
dc.identifier.urihttps://dl.lib.uom.lk/handle/123/23891
dc.language.isoen
dc.subjectIT INDUSTRY-Training
dc.subjectGAMIFICATION
dc.subjectGAME-BASED LEARNING
dc.subjectARTIFICIAL INTELLIGENCE
dc.subjectMACHINE LEARNING
dc.subjectTECHNOLOGY ACCEPTANCE MODEL
dc.subjectHUMAN RESOURCE MANAGEMENT-Training
dc.subjectCOMPUTER SCIENCE AND ENGINEERING-Dissertation
dc.subjectMBA in Information Technology
dc.titleEvaluating the effectiveness of gamification supported by AI and ML technologies in employee training programs of the IT sector in Sri Lanka
dc.typeThesis-Abstract

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