title: ÐÑÐµÐ½ÐºÐ° Ð²Ð»Ð¸ÑÐ½Ð¸Ñ ÐºÐ¾ÑÐ¿Ð¾ÑÐ°ÑÐ¸Ð²Ð½Ð¾Ð³Ð¾ Ð¾Ð±ÑÑÐµÐ½Ð¸Ñ Ñ Ð¸ÑÐ¿Ð¾Ð»ÑÐ·Ð¾Ð²Ð°Ð½Ð¸ÐµÐ¼ Ð¼ÐµÑÐ¾Ð´Ð¾Ð² Ð³ÐµÐ¹Ð¼Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¸ Ð½Ð° Ð¸Ð½Ð½Ð¾Ð²Ð°ÑÐ¸Ð¾Ð½Ð½ÑÑ Ð´ÐµÑÑÐµÐ»ÑÐ½Ð¾ÑÑÑ ÑÐ¾ÑÑÑÐ´Ð½Ð¸ÐºÐ¾Ð² ÐºÐ¾Ð¼Ð¿Ð°Ð½Ð¸Ð¸
title: Ð²ÑÐ¿ÑÑÐºÐ½Ð°Ñ ÐºÐ²Ð°Ð»Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¾Ð½Ð½Ð°Ñ ÑÐ°Ð±Ð¾ÑÐ° Ð¼Ð°Ð³Ð¸ÑÑÑÐ°
titleType: Subtitle
title: Assessment of the impact of corporate training using gamification methods on the innovative activity of the company's employees.
Creators: name: ÐÐ°Ð¹ÐºÐ¾Ð², ÐÐ°ÐºÑÐ¸Ð¼
Publisher: name: Ð¡Ð°Ð½ÐºÑ-ÐÐµÑÐµÑÐ±ÑÑÐ³ÑÐºÐ¸Ð¹ Ð¿Ð¾Ð»Ð¸ÑÐµÑÐ½Ð¸ÑÐµÑÐºÐ¸Ð¹ ÑÐ½Ð¸Ð²ÐµÑÑÐ¸ÑÐµÑ ÐÐµÑÑÐ° ÐÐµÐ»Ð¸ÐºÐ¾Ð³Ð¾
Year: 2022
Subjects: ÐÐ½ÑÐ¾ÑÐ¼Ð°ÑÐ¸Ð¾Ð½Ð½ÑÐµ ÑÐµÑ Ð½Ð¾Ð»Ð¾Ð³Ð¸Ð¸
ÐÐ¾Ð¼Ð¿ÑÑÑÐµÑÐ½Ð¾Ðµ Ð¼Ð¾Ð´ÐµÐ»Ð¸ÑÐ¾Ð²Ð°Ð½Ð¸Ðµ
Ð³ÐµÐ¹Ð¼Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ñ
Ð¾ÑÐ³Ð°Ð½Ð¸Ð·Ð°ÑÐ¸Ñ Ð¾Ð±ÑÐ°Ð·Ð¾Ð²Ð°ÑÐµÐ»ÑÐ½Ð¾Ð³Ð¾ Ð¿ÑÐ¾ÑÐµÑÑÐ°
gamification
organization of the educational process

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description: The topic of the final qualifying work: "Assessment of the impact of corporate training using gamification methods on the innovative activity of the company's employees". This work is devoted to assessing the impact of various gamification methods on the innovative activity of the company's employees. Tasks solved in the course of the study: Analysis of the innovative activity of the company's employees. Analysis of the incentive system for successfully implemented innovative projects. Description of all gamification elements implemented in the educational process of the company. Description of the main criteria and construction of a model that takes into account the influence of gamification elements on the innovative activity of the company's employees. Drawing up general recommendations and recommendations obtained as a result of building the model. Modeling was carried out using the IThink expert program, which allows you to visually look at how changing certain modeling parameters can affect the change in the number of successfully accepted innovative projects in the company. Recommendations were developed to further improve the developed model and apply it as an element of analysis in other companies using gamification elements in their training methods.