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УДК: 331 DOI:10.33920/pol-2-2009-09

Gamification in intracorporate training

Vera Andreevna Ochakovskaya Master’s Degree student, Reshetnev Siberian State University of Science and Technology 31, Krasnoyarsky Rabochy Av., Krasnoyarsk, Russia, 660037 E-mail: vera.ochakovskaya@yandex.ru

The article presents a draft scenario for intracorporate training. The training can be organized both offline and online. The training scenario is stylized after 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

Литература:

1. I.A. Bakhmetyeva, R.N. Yailaeva. Gamification in Education//Colloquium-journal. 2019. No. 21 (45). URL: https://cyberleninka. ru/article/n/igrofikatsiya-v-obrazovanii

2. V.M. Bukatov. Open lesson. URL: http:// www.openlesson.ru/?page_id=480

3. Harnessing the power of video games for learning. Federation of American Scientists. 2006. URL: http://www.fas.org/gamesummit.

4. LorisVezzali, SofiaStathi, DinoGiovannini et. al. The greatest magic of Harry Potter: Reducing prejudice//Journal of Applied Social Psychology. 2014. No. 45 (2). URL: https:// www.academia.edu/25339634/The_greatest_magic_of_Harry_Potter_Reducing_prejudice

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.

Для Цитирования:
Vera Andreevna Ochakovskaya, Gamification in intracorporate training. Вопросы трудового права. 2020;9.
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