{"title":"游戏化是商学院学习的动力","authors":"D. Smirnov","doi":"10.12737/2306-1731-2022-11-4-13-19","DOIUrl":null,"url":null,"abstract":"Abstract. In this article, we will consider a relatively new method of increasing engagement which became widespread in the 2000s called gamification. The background for the development of this method, its characteristics are analyzed and examples of the intro-duction of the gamification method in the business school of a large corporation are given.","PeriodicalId":432786,"journal":{"name":"Scientific Research and Development. Socio-Humanitarian Research and Technology","volume":"705 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gamification as Motivation to Study at a Business School\",\"authors\":\"D. Smirnov\",\"doi\":\"10.12737/2306-1731-2022-11-4-13-19\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract. In this article, we will consider a relatively new method of increasing engagement which became widespread in the 2000s called gamification. The background for the development of this method, its characteristics are analyzed and examples of the intro-duction of the gamification method in the business school of a large corporation are given.\",\"PeriodicalId\":432786,\"journal\":{\"name\":\"Scientific Research and Development. Socio-Humanitarian Research and Technology\",\"volume\":\"705 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-01-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Scientific Research and Development. Socio-Humanitarian Research and Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.12737/2306-1731-2022-11-4-13-19\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Scientific Research and Development. Socio-Humanitarian Research and Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.12737/2306-1731-2022-11-4-13-19","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Gamification as Motivation to Study at a Business School
Abstract. In this article, we will consider a relatively new method of increasing engagement which became widespread in the 2000s called gamification. The background for the development of this method, its characteristics are analyzed and examples of the intro-duction of the gamification method in the business school of a large corporation are given.