Post by account_disabled on Mar 4, 2024 9:55:01 GMT
As you can see, education can turn into entertainment and fun if you use the right tools, adds Z. in the article: Vegetable Inspiration Gamification platform after a year of activity. Areas where gamification is used in HR: Recruitment Employer branding Employee development management, training Internal communications Improving effectiveness of sales staff, for example in sales departments or call centers Engaging employees in wellness and CSR programs Supporting grassroots initiatives in areas of improvement and innovation Examples Research Group is another project implemented.
This solution allows you to increase the effectiveness of employee training and development in UK Mobile Number List your organization. This case uses gamification mechanisms to engage employees in active learning and development. An educational platform was prepared with substantive content divided into knowledge parts (tasks) in the form of short and attractive materials: videos, knowledge pills, e-books and quizzes. By completing tasks and acquiring knowledge, program participants earn points and win prizes (such as books, personal potential tests, and charity coupons.
This education platform is open to the whole country. In just two weeks since it was launched, more than 1,000 employees have actively participated in it. Gamification also plays a good role in management development projects. We want to foster managers’ commitment to their own development and reinforce the habit of self-education, which is the backbone of a learning organization. By using a pull approach (voluntary learning), developing tasks and educational materials in small pieces of knowledge and in attractive, modern formats, combined with game mechanics (points, trophies, rankings, etc.
This solution allows you to increase the effectiveness of employee training and development in UK Mobile Number List your organization. This case uses gamification mechanisms to engage employees in active learning and development. An educational platform was prepared with substantive content divided into knowledge parts (tasks) in the form of short and attractive materials: videos, knowledge pills, e-books and quizzes. By completing tasks and acquiring knowledge, program participants earn points and win prizes (such as books, personal potential tests, and charity coupons.
This education platform is open to the whole country. In just two weeks since it was launched, more than 1,000 employees have actively participated in it. Gamification also plays a good role in management development projects. We want to foster managers’ commitment to their own development and reinforce the habit of self-education, which is the backbone of a learning organization. By using a pull approach (voluntary learning), developing tasks and educational materials in small pieces of knowledge and in attractive, modern formats, combined with game mechanics (points, trophies, rankings, etc.