Abstract and keywords
Abstract (English):
Abstract. In this article, we will consider a relatively new method of increasing engagement which became widespread in the 2000s called gamification. The background for the development of this method, its characteristics are analyzed and examples of the intro-duction of the gamification method in the business school of a large corporation are given.

Keywords:
gamification, game learning methods, business school of corporation, motivation to learn, engagement
References

1. Burke B. Gamify: How Gamification Motivates People to Do Extraordinary Things. Bibliomotion, Inc., 2014. 181 p.

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3. Zikermann G. Geymifikaciya v biznese. Kak probit'sya skvoz' shum i zavladet' vnimaniem sotrudnikov i klientov [Tekst] / G. Zikermann, Dzh. Linder; per. s angl. I. Ayzyatulovoy. - M.: Mann, Ivanov i Ferber, 2014. - 272 s.

4. Zichermann G. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps / G. Zichermann, Ch. Cunningham, 2011. O’Reilly, 2011. URL: http://storage. libre.life/Gamification_by_Design.pdf (data obrascheniya: 12.11.2022).

5. Chou Yu-kai. Actionable Gamification - Beyond Points, Badges, and Leaderboards. CreateSpace Independent Publishing Platform, 2015. 511 p. URL: https://problem.ir/wp-content/uploads/2019/04/Actionable-Gamification-by-Yu-kai-Chou. pdf (data obrascheniya: 12.11.2022).

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