Primeneniya gejmifikatsii v procse upravleniya obuchenem, adaptatsij i razvitiem personala[游戏化在管理人员培训、适应和发展过程中的应用]

IF 2.1 Q1 EDUCATION & EDUCATIONAL RESEARCH
K. Loginov, A. Shikov
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引用次数: 0

摘要

本文探讨了在人事管理过程中使用游戏化元素的可能性,如:候选人的选择,确保新员工的适应过程,管理员工的培训和发展。建议在这些过程的自动化中采用和使用游戏化,以便增加工作人员的积极性、留用和参与的指标。给出了该工具在创新型企业中的应用实例。从协作(合作)机制、晋升机制、进步机制、任用机制、竞争机制的角度分析了这些机制在企业人事管理系统中的有效应用。建议使用基于能力的方法来确定特定员工缺乏的知识,技能和能力,任何公司的管理人员都应该针对开发和获取这些知识,技能和能力。描述了一个有限自动机模型,该模型的开发对于将所考虑的过程形式化,分析它们,搜索问题情况,修改和设计用于监控和管理人员培训的信息系统至关重要。游戏机制是从事件方法的角度来考虑的,即游戏机制在发生特定事件时的发展反应。在这种情况下,通过训练课程的过程可以表示为有限确定性自动机。开发游戏机制反应的主要任务是鼓励用户采取行动,让他们的当前状态更接近最终状态。结论是,游戏化的使用减少了实施人员培训、适应和发展所需的常规行动的数量,使其对员工和公司都更加透明和易于理解,最大限度地减少了实施这些过程的时间,从而降低了成本。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Primeneniya gejmifikatsii v protsesse upravleniya obucheniem, adaptatsiej i razvitiem personala [Gamification applications in the process of managing personnel training, adaptation and development]
The article examines the possibility of using elements of gamification in personnel management processes, such as: selecting candidates, ensuring the process of adaptation of new employees, managing training and development of employees. The introduction and use of gamification in the automation of these processes is proposed in order to increase the indicators of motivation, retention and involvement of personnel. Practical examples of the application of this tool in innovative companies are given. The mechanics of collaboration (cooperation), promotion, progress, appointments, and competition are analyzed the point of view of their effective application in corporate personnel management systems. It is proposed to use a competency-based approach to identify the knowledge, skills and abilities that a particular employee lacks and the efforts of managers of any company should be directed to the development and acquisition of which. A model of finite automaton is described, the development of which is crucial to formalize the processesunder consideration, analyze them, search for problem situations, modify, design information systems for monitoring and managing personnel training. Game mechanics are considered from the event approach point of view, the development of a certain game mechanics reaction in case of a certain event. In this case, the process of passing the training course can be represented as a finite deterministic automaton. The main task of developing the game mechanics reaction is to encourage the user to perform actions that will bring his current state closer to the final one. It is concluded that the use of gamification reduces the amount of routine actions necessary for the implementation of training, adaptation and development of personnel, make them more transparent and understandable for both employees and the company, minimize the time to implement these processes and, as a result, reduce their cost.
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来源期刊
Informatics in Education
Informatics in Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
6.10
自引率
3.70%
发文量
20
审稿时长
20 weeks
期刊介绍: INFORMATICS IN EDUCATION publishes original articles about theoretical, experimental and methodological studies in the fields of informatics (computer science) education and educational applications of information technology, ranging from primary to tertiary education. Multidisciplinary research studies that enhance our understanding of how theoretical and technological innovations translate into educational practice are most welcome. We are particularly interested in work at boundaries, both the boundaries of informatics and of education. The topics covered by INFORMATICS IN EDUCATION will range across diverse aspects of informatics (computer science) education research including: empirical studies, including composing different approaches to teach various subjects, studying availability of various concepts at a given age, measuring knowledge transfer and skills developed, addressing gender issues, etc. statistical research on big data related to informatics (computer science) activities including e.g. research on assessment, online teaching, competitions, etc. educational engineering focusing mainly on developing high quality original teaching sequences of different informatics (computer science) topics that offer new, successful ways for knowledge transfer and development of computational thinking machine learning of student''s behavior including the use of information technology to observe students in the learning process and discovering clusters of their working design and evaluation of educational tools that apply information technology in novel ways.
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