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The Application Research Of Gamification Enterprise Training Model In Qingdao Enterprise Internal Training As An Example

Posted on:2017-09-25Degree:MasterType:Thesis
Country:ChinaCandidate:L ShiFull Text:PDF
GTID:2347330512457595Subject:Education Technology
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Gamification was suggested since 2003, and was focused and applied since 2010. Recently, there were kinds of professional meetings and researches about gamification. The gamification was applied in internet, medical service, education and finance areas. Gamification thinking was creative, and contained kinds of concept, such as gamification learning, gamification management and gamification marketing at all. In the area of enterprise training, Gamification could satisfy the enterprises' needs.That could create new thought and model of personnel training, explore Employees'potential, and improve the training level.This article reviewed the theory and researches of gamification, took an internal staff training of a company in Qingdao for example, explored the training model of gamification. Many methods were used in the study, such as classroom tests, questionnaires after-class, interviews after-work, reports and so on. The data of teaching design, student behavior, training result were collected and analysised. The teaching process was presented as a game map, and contained kinds of game components and excitation mechanism. The students take part in the training with role playing. Finally, based on the Kirkpatrick Model,the researcher collected the training achievement, students questionnaire and the performance data summary report, and analyzed the data, suggested the advantages and disadvantages of gamification in enterprise training and explored the direction and probability in future.
Keywords/Search Tags:gamification, role playing, enterprise training, Kirkpatrick Model
PDF Full Text Request
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