<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.3 20210610//EN" "JATS-journalpublishing1-3.dtd">
<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">infojournal</journal-id><journal-title-group><journal-title xml:lang="ru">Информатика и образование</journal-title><trans-title-group xml:lang="en"><trans-title>Informatics and education</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">0234-0453</issn><issn pub-type="epub">2658-7769</issn><publisher><publisher-name>Publishing House Education and Informatics</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.32517/0234-0453-2020-35-9-28-37</article-id><article-id custom-type="elpub" pub-id-type="custom">infojournal-575</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>ПЕДАГОГИЧЕСКИЙ ОПЫТ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>PEDAGOGICAL EXPERIENCE</subject></subj-group></article-categories><title-group><article-title>Применения геймификации в процессе управления обучением, адаптацией и развитием персонала</article-title><trans-title-group xml:lang="en"><trans-title>Primeneniya gejmifikatsii v protsesse upravleniya obucheniem, adaptatsiej i razvitiem personala [Gamification applications in the process of managing personnel training, adaptation and development]</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-5399-4545</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Логинов</surname><given-names>К. В.</given-names></name><name name-style="western" xml:lang="en"><surname>Loginov</surname><given-names>K. V.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Логинов Константин Викторович - аспирант факультета программной инженерии и компьютерной техники.</p><p>197101, Санкт-Петербург, Кронверкский пр-т, д. 49</p></bio><bio xml:lang="en"><p>Konstantin V. Loginov - postgraduate student, the Faculty of Software Engineering and Computer Technology.</p><p>197101, St. Petersburg, Kronverkskiy prospect, 49</p></bio><email xlink:type="simple">kv.loginov@yandex.ru</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-9942-0907</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Шиков</surname><given-names>А. Н.</given-names></name><name name-style="western" xml:lang="en"><surname>Shikov</surname><given-names>A. N.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Шиков Алексей Николаевич - кандидат технических наук, доцент, доцент факультета программной инженерии и компьютерной техники.</p><p>197101, Санкт-Петербург, Кронверкский пр-т, д. 49</p></bio><bio xml:lang="en"><p>Aleksey N. Shikov - Candidate of Sciences (Engineering), Docent, Associate Professor at the Faculty of Software Engineering and Computer Technology.</p><p>197101, St. Petersburg, Kronverkskiy prospect, 49</p></bio><email xlink:type="simple">shik-off@mail.ru</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru">Национальный исследовательский университет ИТМО<country>Россия</country></aff><aff xml:lang="en">ITMO University<country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2020</year></pub-date><pub-date pub-type="epub"><day>30</day><month>11</month><year>2020</year></pub-date><volume>0</volume><issue>9</issue><fpage>28</fpage><lpage>37</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Логинов К.В., Шиков А.Н., 2020</copyright-statement><copyright-year>2020</copyright-year><copyright-holder xml:lang="ru">Логинов К.В., Шиков А.Н.</copyright-holder><copyright-holder xml:lang="en">Loginov K.V., Shikov A.N.</copyright-holder><license license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://info.infojournal.ru/jour/article/view/575">https://info.infojournal.ru/jour/article/view/575</self-uri><abstract><p>В статье исследуется возможность применения элементов геймификации в процессах управления персоналом, таких как: подбор кандидатов, обеспечение процесса прохождения адаптации новых сотрудников, управление обучением и развитием работников. Предлагается внедрение и использование геймификации при автоматизации данных процессов с целью повышения показателей мотивации, удержания и вовлеченности персонала. Приводятся практические примеры применения данного инструмента в инновационных компаниях. Анализируются механики коллаборации (кооперации), поощрения, прогресса, назначенной встречи, соревновательности с позиции их эффективного применения в корпоративных системах управления персоналом. Предлагается использование компетентностного подхода к определению знаний, умений и навыков, которых недостает у конкретного сотрудника и на развитие и приобретение которых должны быть направлены усилия менеджеров любой компании. Описывается модель конечных автоматов, разработка которой необходима для формализации рассматриваемых процессов, их анализа, поиска проблемных ситуаций, модификации, проектирования информационных систем мониторинга и управления прохождением обучения персонала. Игровые механики рассматриваются с точки зрения событийного подхода, выработки определенной реакции игровой механики в случае наступления определенного события. В этом случае процесс прохождения обучающего курса можно представить в виде конечного детерминированного автомата. Основной задачей выработки реакции игровых механик является побуждение пользователя совершать действия, которые будут приближать его текущее состояние к конечному. Делается вывод, что применение геймификации позволяет снизить объем рутинных действий, необходимых для реализации процессов обучения, адаптации и развития персонала, сделать их более транспарентными и понятными как для сотрудников, так и для компании, минимизировать время на реализацию данных процессов и, как следствие, снизить их стоимость.</p></abstract><trans-abstract xml:lang="en"><p>The article examines the possibility of using elements of gamification in personnel management processes, such as: selecting candidates, ensuring the process of adaptation of new employees, managing training and development of employees. The introduction and use of gamification in the automation of these processes is proposed in order to increase the indicators of motivation, retention and involvement of personnel. Practical examples of the application of this tool in innovative companies are given. The mechanics of collaboration (cooperation), promotion, progress, appointments, and competition are analyzed the point of view of their effective application in corporate personnel management systems. It is proposed to use a competency-based approach to identify the knowledge, skills and abilities that a particular employee lacks and the efforts of managers of any company should be directed to the development and acquisition of which. A model of finite automaton is described, the development of which is crucial to formalize the processesunder consideration, analyze them, search for problem situations, modify, design information systems for monitoring and managing personnel training. Game mechanics are considered from the event approach point of view, the development of a certain game mechanics reaction in case of a certain event. In this case, the process of passing the training course can be represented as a finite deterministic automaton. The main task of developing the game mechanics reaction is to encourage the user to perform actions that will bring his current state closer to the final one. It is concluded that the use of gamification reduces the amount of routine actions necessary for the implementation of training, adaptation and development of personnel, make them more transparent and understandable for both employees and the company, minimize the time to implement these processes and, as a result, reduce their cost.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>геймификация</kwd><kwd>игровые механики</kwd><kwd>автоматизация</kwd><kwd>управление персоналом</kwd><kwd>электронное обучение</kwd><kwd>модель конечного автомата</kwd></kwd-group><kwd-group xml:lang="en"><kwd>gamification</kwd><kwd>game mechanics</kwd><kwd>automation</kwd><kwd>human resources management</kwd><kwd>e-learning</kwd><kwd>model of finite automaton</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">AL-Smadi M. GAMEDUCATION: Using game mechanics and dynamics to enhance online learning // Immersive Education. EiED 2014. Communications in Computer and Information Science. Cham: Springer, 2015. Vol. 486. P. 85-97. DOI: 10.1007/978-3-319-22017-8_8</mixed-citation><mixed-citation xml:lang="en">AL-Smadi M. GAMEDUCATION: Using game mechanics and dynamics to enhance online learning. Immersive Education. EiED 2014. Communications in Computer and Information Science. Cham, Springer, 2015, vol. 486, p. 85-97. DOI: 10.1007/978-3-319-22017-8_8</mixed-citation></citation-alternatives></ref><ref id="cit2"><label>2</label><citation-alternatives><mixed-citation xml:lang="ru">Чистякова А. В., Хохрякова Ю. М. Геймификация образования: проблема терминологической неопределенности // Пермский педагогический журнал. 2018. № 9. С. 207-211.</mixed-citation><mixed-citation xml:lang="en">Chistyakova A. V., Khokhryakova Yu. M. Gejmifikatsiya obrazovaniya: problema terminologicheskoj neopredelennosti [Gamification of education: the problem of terminological uncertainty]. Permskij pedagogicheskij zhurnal — Perm Pedagogical Journal, 2018, no. 9, p. 207-211. (In Russian.)</mixed-citation></citation-alternatives></ref><ref id="cit3"><label>3</label><citation-alternatives><mixed-citation xml:lang="ru">Proulx J.-N., Romero M., Arnab S. Learning mechanics and game mechanics under the perspective of self-determination theory to foster motivation in digital game based learning // Simulation &amp; Gaming. 2016. Vol. 48. Is. 1. P. 81-97. DOI: 10.1177/1046878116674399</mixed-citation><mixed-citation xml:lang="en">Proulx J.-N., Romero M., Arnab S. Learning mechanics and game mechanics under the perspective of self-determination theory to foster motivation in digital game based learning. Simulation &amp; Gaming, 2016, vol. 48, is. 1, p. 81-97. DOI: 10.1177/1046878116674399</mixed-citation></citation-alternatives></ref><ref id="cit4"><label>4</label><citation-alternatives><mixed-citation xml:lang="ru">Артамонова В. В. Развитие концепции геймификации в XXI веке // Историческая и социально-образовательная мысль. 2018. Т. 10. № 2-2. С. 37-43. DOI: 10.17748/2075-9908-2018-10-2/2-37-43</mixed-citation><mixed-citation xml:lang="en">Artamonova V. V. Razvitie kontseptsii gejmifikatsii v XXI veke [Gamification concept development in the XXI century]. Istoricheskaya i sotsial’no-obrazovatel’naya mysl’ — Historical and Social-Educational Idea, 2018, vol. 10, no. 2-2, p. 37-43. (In Russian.) DOI: 10.17748/2075-9908-2018-10-2/2-37-43</mixed-citation></citation-alternatives></ref><ref id="cit5"><label>5</label><citation-alternatives><mixed-citation xml:lang="ru">Варенина Л. П. Геймификация в образовании // Историческая и социально-образовательная мысль. 2014. T. 6. № 6-2. С. 314-317. DOI: 10.17748/2075-9908-2014-6-6_2-314-317</mixed-citation><mixed-citation xml:lang="en">Varenina L. P. Gejmifikatsiya v obrazovanii [Gamification in education]. Istoricheskaya i sotsial’no-obrazovate-l’naya mysl’ — Historical and Social-Educational Idea, 2014, vol. 6, no. 6-2, p. 314-317. (In Russian.) DOI: 10.17748/2075-9908-2014-6-6_2-314-317</mixed-citation></citation-alternatives></ref><ref id="cit6"><label>6</label><citation-alternatives><mixed-citation xml:lang="ru">Dineen B. R., Soltis S. M. Recruitment: A review of research and emerging directions // APA Handbook of Industrial and Organizational Psychology. Selecting and Developing Members for the Organization. 2011. Vol. 2. P. 43-66. DOI: 10.1037/12170-002</mixed-citation><mixed-citation xml:lang="en">Dineen B. R., Soltis S. M. Recruitment: A review of research and emerging directions. APA Handbook of Industrial and Organizational Psychology. Selecting and Developing Members for the Organization, 2011, vol. 2, p. 43-66. DOI: 10.1037/12170-002</mixed-citation></citation-alternatives></ref><ref id="cit7"><label>7</label><citation-alternatives><mixed-citation xml:lang="ru">L’Oreal wins top award at national graduate recruitment awards. https://www.hrreview.co.uk/hr-news/suppliernews/loreal-wins-top-award-national-graduate-recruitment-awards/56269</mixed-citation><mixed-citation xml:lang="en">L’Oreal wins top award at national graduate r ecruitmeiit awards. Available at: https://www.hrreview.co.uk/hr-news/supplier-news/loreal-wins-top-award-national-graduate-recruitment-awards/56269</mixed-citation></citation-alternatives></ref><ref id="cit8"><label>8</label><citation-alternatives><mixed-citation xml:lang="ru">Joy M. M. An investigation into gamification as a tool for enhancing recruitment process // Ideal Research. 2017. Vol. 3. Is. 3. P. 56-65.</mixed-citation><mixed-citation xml:lang="en">Joy M. M. An investigation into gamification as a tool for enhancing recruitment process. Ideal Research, 2017, vol. 3, is. 3, p. 56-65.</mixed-citation></citation-alternatives></ref><ref id="cit9"><label>9</label><citation-alternatives><mixed-citation xml:lang="ru">Multipoly by PwC. http://www.multipoly.hu/</mixed-citation><mixed-citation xml:lang="en">Multipoly by PwC. Available at: http://www.multipoly.hu/</mixed-citation></citation-alternatives></ref><ref id="cit10"><label>10</label><citation-alternatives><mixed-citation xml:lang="ru">Joy M. M. PWC success story — Gamification in recruitment. https://www.slideshare.net/manumelwin/pwc-success-story-gamification-in-recruitment-manu-melwin-joy</mixed-citation><mixed-citation xml:lang="en">Joy M. M. PWC success story — Gamification in recruitment. Available at: https://www.slideshare.net/manumelwin/pwc-success-story-gamification-in-recruitment-manu-melwin-joy</mixed-citation></citation-alternatives></ref><ref id="cit11"><label>11</label><citation-alternatives><mixed-citation xml:lang="ru">Le Serious Game dans le management. https://lesseriousgames.wordpress.com/le-serious-game-dans-le-management</mixed-citation><mixed-citation xml:lang="en">Le Serious Game dans le management. Available at: https://lesseriousgames.wordpress.com/le-serious-game-dans-le-management</mixed-citation></citation-alternatives></ref><ref id="cit12"><label>12</label><citation-alternatives><mixed-citation xml:lang="ru">Enders B. Gamification, games, and learning: What managers and practitioners need to know. http://dharmamonk.files.wordpress.com/2014/01/guildresearch_gamification2013.pdf</mixed-citation><mixed-citation xml:lang="en">Enders B. Gamification, games, and learning: What managers and practitioners need to know. Available at: http://dharmamonk.files.wordpress.com/2014/01/guildresearch_gamification2013.pdf</mixed-citation></citation-alternatives></ref><ref id="cit13"><label>13</label><citation-alternatives><mixed-citation xml:lang="ru">Go to Jupiter: E-learning game for employees. https://www.alittleb.it/game-based-marketing/go-to-jupiter-e-learning-game-for-employees/</mixed-citation><mixed-citation xml:lang="en">Go to Jupiter: E-learning game for employees. Available at: https://www.alittleb.it/game-based-marketing/go-to-jupiter-e-learning-game-for-employees/</mixed-citation></citation-alternatives></ref><ref id="cit14"><label>14</label><citation-alternatives><mixed-citation xml:lang="ru">Meister J. C. How Deloitte made learning a game // Harvard Business Review. 2013. https://hbr.org/2013/01/how-deloitte-made-learning-a-g/</mixed-citation><mixed-citation xml:lang="en">Meister J. C. How Deloitte made learning a game. Harvard Business Review, 2013. Available at: https://hbr.org/2013/01/how-deloitte-made-learning-a-g/</mixed-citation></citation-alternatives></ref><ref id="cit15"><label>15</label><citation-alternatives><mixed-citation xml:lang="ru">Кондрашова Е. В. Геймификация в образовании: математические дисциплины // Образовательные технологии и общество. 2017. Т. 20. № 1. С. 467-472.</mixed-citation><mixed-citation xml:lang="en">Kondrashova E. V. Gejmifikatsiya v obrazovanii: matematicheskie distsipliny [Gamification in education: mathematical disciplines]. Obrazovatel’nye tekhnologii i obshhestvo — Educational Technologies and Society, 2017, vol. 20, no. 1, p. 467-472. (In Russian.)</mixed-citation></citation-alternatives></ref><ref id="cit16"><label>16</label><citation-alternatives><mixed-citation xml:lang="ru">Прач Н. А. Возможности и опасности геймификации учебного процесса // Мастерство online. 2017. № 1. http://ripo.unibel.by/index.php?id=2741</mixed-citation><mixed-citation xml:lang="en">Prach N. A. Vozmozhnosti i opasnosti gejmifikatsii uchebnogo protsessa [Opportunities and dangers of gamification of the educational process]. Masterstvo online — Mastery Online, 2017, no. 1. (In Russian.) Available at: http://ripo.unibel.by/index.php?id=2741</mixed-citation></citation-alternatives></ref><ref id="cit17"><label>17</label><citation-alternatives><mixed-citation xml:lang="ru">Носков Е. А. Технологии обучения и геймификация в образовательной деятельности // Ярославский педагогический вестник. 2018. № 6. С. 138-144. http://vestnik.yspu.org/releases/2018_6/17.pdf</mixed-citation><mixed-citation xml:lang="en">Noskov E. A. Tekhnologii obucheniya i gejmifikatsiya v obrazovatel’noj deyatel’nosti [Learning technologies and gamification in educational activities]. Yaroslavskij pedagogicheskij vestnik — Yaroslavl Pedagogical Bulletin, 2018, no. 6, p. 138-144. (In Russian.) Available at: http://vestnik.yspu.org/releases/2018_6/17.pdf</mixed-citation></citation-alternatives></ref><ref id="cit18"><label>18</label><citation-alternatives><mixed-citation xml:lang="ru">Акчелов Е. О., Галанина Е. В. Новый подход к геймификации в образовании // Векторы благополучия: экономика и социум. 2019. № 1. С. 117-132. http://earchive.tpu.ru/handle/11683/53253</mixed-citation><mixed-citation xml:lang="en">Akchelov E. O., Galanina E. V. Novyj podkhod k gejmifikatsii v obrazovanii [New approach to gamification in education]. Vektory blagopoluchiya: ehkonomika i sotsium — Well-Being Vectors: Economy and Society, 2019, no. 1, p. 117-132. (In Russian.) Available at: http://earchive.tpu.ru/handle/11683/53253</mixed-citation></citation-alternatives></ref><ref id="cit19"><label>19</label><citation-alternatives><mixed-citation xml:lang="ru">Говоров А. И., Говорова М. М., Валитова Ю. О. Оценка актуальности разработки методов использования средств геймификации и игровых технологий в системах управления обучением // Компьютерные инструменты в образовании. 2018. № 2. С. 39-54. http://ipo.spb.ru/journal/index.php?article/2029/</mixed-citation><mixed-citation xml:lang="en">Govorov A. I., Govorova M. M., Valitova Yu. O. Otsenka aktual’nosti razrabotki metodov ispol’zovaniya sredstv gejmifikatsii i igrovykh tekhnologij v sistemakh upravleniya obucheniem [Assessment of relevance of developing methods for using gamification tools and gaming technology in the management systems of training]. Kompjuternye instrumenty v obrazovanii — Computer Tools in Education Journal, 2018, no. 2, p. 39-54. (In Russian.) Available at: http://ipo.spb.ru/journal/index.php?article/2029/</mixed-citation></citation-alternatives></ref><ref id="cit20"><label>20</label><citation-alternatives><mixed-citation xml:lang="ru">DuBravac S. Game mechanics for classroom engagement // Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation. Cutting-Edge Technologies in Higher Education. 2012. Vol. 6. Part C. P. 67-94. DOI: 10.1108/S2044-9968(2012)000006C006</mixed-citation><mixed-citation xml:lang="en">DuBravac S. Game mechanics for classroom engagement. Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation. Cutting-Edge Technologies in Higher Education, 2012, vol. 6, part C, p. 67-94. DOI: 10.1108/S2044-9968(2012)000006C006</mixed-citation></citation-alternatives></ref></ref-list><fn-group><fn fn-type="conflict"><p>The authors declare that there are no conflicts of interest present.</p></fn></fn-group></back></article>
