According to the study by «Harnessing on the power of video games for learning», conducted by the Federation of American Scientists in 2006, students perceive information as follows: they remember 10% of what they read and 20% of what they hear; if the information is presented using illustrations - 30%; if the teacher gives examples during explanation - 50%. However, a person can learn more information (up to 90%) if he tries to complete the task in practice (by using simulation or game technologies) [3].
Works of A.V. Tsvettsikh, A.V. Redkina, A.Ya. Kazakov, N.V. Averina, N.A. Tolokonnikova, D.V. Grebnev, N.A. Tolokonnikova, D.V. Grebnev, R.S. Rybalchenko, M.V. Malakhovskaya, D.Yu. Sanagursky, M.A. Tcherepitsa, V.M. Bukatov, etc. consider gamification as an educational technology to assimilate a larger amount of information. The authors note that game technologies can serve as effective tools to organize the educational process and contribute to increasing interest in the learning process.
Gamification is often used in the educational environment, including corporate training. Training is often used as a method of internal learning. It differs from other training methods by its practical orientation: the training has active learning components, where the practical section in relation to the theoretical section is higher than 51% of the total training duration.
The article presents a draft scenario for the training, stylized as the book by J. K. Rowling «Harry Potter». In this case, stylization acts as an effective tool for the organization of intracorporate training and a socio-game space.
Characters and plots of the Harry Potter books are used to create educational events, quests, and cases, team games, they are also used for social research [4]. “Harry Potter” is not just a book, but also a popular culture phenomenon. More than 20 years have passed since the beginning of the Harry Potter series publication, but the story about wizards is still popular among readers around the world.