俄罗斯和外国公司员工培训中的游戏化技术

E. Tatarinova, S. Sycheva, T. Mezina, E. Khalimon, Danijela Cirić Lalić
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引用次数: 0

摘要

本文考察了将游戏化技术引入教育过程的可行性和有效性,即利用游戏机制、原则和工具来解决现实中的非游戏问题和公共生活各个领域的问题。所进行的研究是对当前游戏化应用经验的荟萃分析,从众多国际科学研究、实际案例和公司报告中获得。收集的数据显示了对游戏化在计划和实施项目、员工教育和激励、通过忠诚度计划吸引和保留客户等过程中的应用的重要实际理解。游戏化技术对认知和学习过程的影响是通过使用脑电图、功能磁共振成像(fMRI)和功能近红外光谱(fNIRS)对学生在游戏练习期间的大脑活动进行硬件研究来证明的。通过对游戏化在通过感知学习提高生产力方面的影响的研究,得出的结论构成了在公司中使用游戏化元素的通用机会列表的基础。该研究将公司案例研究和教育文献所呈现的实际结果系统化,认为游戏化应用的结果大多是积极的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification technologies in staff training of Russian and foreign companies
This article examines the feasibility and effectiveness of introducing gamification technologies into the educational process, which is the use of game mechanisms, principles and tools to solve real non-game problems and problems in various areas of public life. The conducted research is a meta-analysis of the current experience of gamification application, obtained from numerous international scientific studies, practical cases and reports of companies. The collected data show an important practical understanding of the application of gamification in the processes of planning and implementing projects, staff education and motivation, customer attraction and retention through loyalty programs. The influence of gamification technologies on the processes of cognition and learning is proved thanks to hardware studies of the brain activity of students during the game exercises using electroencephalography, functional magnetic resonance imaging (fMRI) and functional near-infrared spectroscopy (fNIRS). As a result of the study of the effects of gamification in terms of improving productivity through perceptual learning, conclusions were made that formed the basis for a generalized list of opportunities for using gamification elements in companies. The study systematized the practical results presented by case studies of companies and educational literature, which considered the results of the application of gamification as mostly positive.
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