Research the experience of using gamification in corporate learning

被引:2
作者
Boltyshev, M. G. [1 ]
机构
[1] Natl Res Univ Higher Sch Econ, Digital Learning, Sberbank Co, Moscow, Russia
关键词
Gamification; serious game; corporate learning; education;
D O I
10.1080/10494820.2024.2331635
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The article is devoted to the experts' assessment of the application of gamification in corporate training. It analyzes the experiences of companies that use gamification in training their employees, as well as the survey of experts (n = 81) in the field of corporate training. The aim of the study was to identify common strategies for the application of gamification in the context of corporate training. The results of the study showed that gamification can be a useful tool in corporate training, but the individual characteristics of each company and its employees should be taken into account. The study can be useful for companies planning to implement gamification in their training system, as well as for researchers studying the effectiveness of innovative learning methods in the context of corporate culture.
引用
收藏
页码:7692 / 7702
页数:11
相关论文
共 50 条
  • [31] An Open-Source Platform for Using Gamification and Social Learning Methodologies in Engineering Education: Design and Experience
    Estrella Sousa-Vieira, Maria
    Carlos Lopez-Ardao, Jose
    Fernandez-Veiga, Manuel
    Rodriguez-Perez, Miguel
    Herreria-Alonso, Sergio
    COMPUTER APPLICATIONS IN ENGINEERING EDUCATION, 2016, 24 (05) : 813 - 826
  • [32] Toward a Framework for Effective Corporate Gamification
    Loughrey, Kevin
    O'Broin, Daire
    PROCEEDINGS OF THE 11TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2017), 2017, : 835 - 842
  • [33] Learning Landscape in Gamification: The Need for a Methodological Protocol in Research Applications
    Orsoni, Matteo
    Dube, Adam
    Prandi, Catia
    Giovagnoli, Sara
    Benassi, Mariagrazia
    Mazzoni, Elvis
    Benvenuti, Martina
    PERSPECTIVES ON PSYCHOLOGICAL SCIENCE, 2023,
  • [34] Design and Development Game Chinese Language Learning with Gamification and Using Mnemonic Method
    Rawendy, Dicky
    Ying, Yi
    Arifin, Yulyani
    Rosalin, Kelly
    DISCOVERY AND INNOVATION OF COMPUTER SCIENCE TECHNOLOGY IN ARTIFICIAL INTELLIGENCE ERA, 2017, 116 : 61 - 67
  • [35] Playing to learn is not learning by playing: gamification of learning processes
    Montoya-Alvarez, Carlos
    Uribe-Ciro, David
    REVISTA PERSPECTIVA EMPRESARIAL, 2016, 3 (02): : 15 - 25
  • [36] Gamification in the Learning of Mathematics in University Students
    Salvatierra Melgar, Angel
    Augusto Luy-Montejo, Carlos
    Perez Saavedra, Segundo Sigifredo
    Huaman Almiron, Abraham Ermitanio
    Walter Arturo, Quispe-Cutipa
    Emperatriz Mercado-Marrufo, Celia
    INTERNATIONAL JOURNAL OF EARLY CHILDHOOD SPECIAL EDUCATION, 2021, 13 (02) : 444 - 454
  • [37] GAMIFICATION TO IMPROVE STUDENT ACTIVATION IN LEARNING
    Elena Parra-Gonzalez, Ma
    Segura-Robles, Adrian
    Vazquez Cano, Esteban
    Lopez-Meneses, Eloy
    TEXTO LIVRE-LINGUAGEM E TECNOLOGIA, 2020, 13 (03): : 278 - 293
  • [38] GaMoodlification: Moodle at the service of the gamification of learning
    Cornella Canals, Pere
    Estebanell Minguell, Meritxell
    CAMPUS VIRTUALES, 2018, 7 (02): : 9 - 25
  • [39] A Model for Utilizing the Potential of Gamification in Learning
    Nazififard, Sara
    Jafari, Seyed Mohammadbagher
    Matin, Hasan Zarei
    Yazdani, Hamidreza
    2019 IEEE 5TH CONFERENCE ON KNOWLEDGE BASED ENGINEERING AND INNOVATION (KBEI 2019), 2019, : 874 - 878
  • [40] INTEGRATION OF GAMIFICATION AND ACTIVE LEARNING IN THE CLASSROOM
    Zepeda-Hernandez, Sergio
    Abascal-Mena, Rocio
    Lopez-Ornelas, Erick
    REVISTA RA XIMHAI, 2016, 12 (06): : 315 - 325