LA INTELIGENCIA ARTIFICIAL EN LA INNOVACIÓN EMPRESARIAL: APLICACIÓN DE LA GAMIFICACIÓN EN LA FORMACIÓN CORPORATIVA, ESTUDIO DE CASO
DOI:
https://doi.org/10.33324/udaakadem.vi18.1220Keywords:
gamificación, innovación tecnológica, inteligencia artificial, negociosAbstract
La transformación digital plantea nuevas exigencias para la formación del capital humano corporativo y evidencia limitaciones en las estrategias tradicionales de capacitación frente a las necesidades de aprendizaje ágil, colaborativo y personalizado del entorno empresarial contemporáneo. En este contexto, la convergencia entre inteligencia artificial (IA) y gamificación constituye una alternativa innovadora para fortalecer los procesos de formación. El presente estudio analiza el impacto de la IA en la innovación de procesos, con énfasis en la aplicación de la gamificación y las experiencias inmersivas como estrategias para la capacitación y la optimización del aprendizaje. Se presenta un estudio de caso aplicado a una entidad financiera de Quito, Ecuador, mediante un serious game orientado al fortalecimiento de la cultura organizacional a través de dinámicas colaborativas. Se empleó un enfoque metodológico mixto, basado en entrevistas semiestructuradas, análisis documental, observación de entornos y pruebas de aplicabilidad. Los resultados evidencian un alto nivel de acceso técnico y usabilidad inicial, dado que la mayoría de los participantes logró acceder, instalar e interactuar con la aplicación sin inconvenientes significativos. No obstante, se identificó una brecha entre la autopercepción de los participantes y su desempeño real durante la dinámica del juego. Se concluye que, aunque la gamificación apoyada por IA presenta viabilidad técnica, requiere mejoras en el diseño comunicacional y pedagógico para favorecer la comprensión de los roles y la colaboración efectiva. El estudio aporta evidencia sobre esta brecha y orientaciones para el diseño de serious games aplicados a la formación corporativa. Para explicar la brecha identificada, se proponen tres métricas exploratorias: Perception–Performance Gap (PPG), Behavioral Calibration Ratio (BCR) y Technical–Pedagogical Drop (TPD).
Palabra clave: gamificación, innovación tecnológica, inteligencia artificial, negocios
Abstract
Digital transformation poses new demands on corporate human capital development and highlights limitations in traditional training strategies in addressing the need for agile, collaborative, and personalized learning in the contemporary business environment. In this context, the convergence of artificial intelligence (AI) and gamification represents an innovative alternative for strengthening training processes. This study analyzes the impact of AI on process innovation, with an emphasis on the application of gamification and immersive experiences as strategies for training and learning optimization. A case study was conducted in a financial institution in Quito, Ecuador, using a serious game aimed at strengthening organizational culture through collaborative dynamics. A mixed-methods approach was employed, based on semi-structured interviews, document analysis, environmental observation, and applicability testing. The results indicate a high level of initial technical access and usability, as most participants were able to access, install, and interact with the application without significant difficulties. However, a gap was identified between participants’ self-perception and their actual performance during the game dynamics. The study concludes that, although AI-supported gamification demonstrates technical feasibility, improvements in communicational and pedagogical design are required to promote role comprehension and effective collaboration. The study provides evidence of this gap and offers guidelines for the design of serious games applied to corporate training. To explain the identified gap, three exploratory metrics are proposed: Perception–Performance Gap (PPG), Behavioral Calibration Ratio (BCR), and Technical–Pedagogical Drop (TPD).
Keywords: artificial intelligence, gamification, corporate training, serious games, business innovation
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