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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Gamification of personnel training as the way to integrate operational and communicative levels of management / Геймификация обучения персонала как способ интеграции операционного и коммуникативного уровней управления : магистерская диссертация

Рейес Антонио, Б., Reyes Antonio, B. January 2018 (has links)
Master thesis is performed on 80 pages (format А4, the font type Times New Roman, font size 14, interlining 1.5) excluding attachments. Number of tables – 24 (excluding attachments). Number of pictures – 7(excluding attachments). Number of graphics – 13(excluding attachments). Master Thesis consists in Introduction, three Chapters, Conclusion, Bibliography and Appendix. In the theoretical part are presented the basic concepts, objectives of assessment, its types and forms, stages, criteria and methods. In the practical part are analyzed the General characteristics of the investigated enterprise and the activities of the personnel management, the analysis of the Training methods currently used and the existence of gamification elements. Based on these results, it is recommended, a survey application addressed to managers, supervisors, heads department, with a series of items to explore the viability of implementing gamification elements within the training methods currently used in The International Retail Company in Russia Region. It was proposed, the implementation of an Operational and Communicative Levels Management Model through specific Game Elements specifically for The International Retail Company in Russia Region. In conclusion developing strategies through specific Game Elements specifically for The International Retail Company in Russia Region. / Магистерская диссертация выполнена на 80 страницах (формат А4, шрифт Times New Roman, размер шрифта 14, флизелин 1.5) без учета вложений. Количество таблиц – 24 (без учета приложений). Количество фотографий – 7 (без вложений). Количество диаграмм -13 (без вложений). Магистерская диссертация состоит из введения, трех глав, заключения, списка литературы и приложения. В теоретической части представлены основные понятия, задачи оценки, ее виды и формы, этапы, критерии и методы. В практической части анализируются Общая характеристика исследуемого предприятия и деятельности управления персоналом, анализ применяемых в настоящее время методов обучения и наличие элементов геймификации. На основании полученных результатов рекомендуется приложение-опрос, адресованное руководителям, супервайзерам, руководителям подразделений, с серией пунктов по изучению целесообразности внедрения элементов геймификации в рамках методов обучения, применяемых в настоящее время в международной розничной компании в регионе России. Предложена реализация модели управления операционным и коммуникативным уровнями через специфические игровые элементы специально для международной розничной компании в российском регионе. В заключение - разработка стратегий с использованием конкретных игровых элементов специально для международной розничной компании в российском регионе.
2

[pt] GAMIFICAÇÃO DE UM SISTEMA DE SOFTWARE EXISTENTE: MÉTODO, MODELO CONCEITUAL E LIÇÕES APRENDIDAS / [en] ON GAMIFYING AN EXISTING SOFTWARE SYSTEM: METHOD, CONCEPTUAL MODEL AND LESSONS LEARNED

ANDERSON GONCALVES UCHOA 31 March 2020 (has links)
[pt] A gamificação de sistemas visa engajar usuários com as principais funcionalidades de sistemas. Tal engajamento é alcançado via um modelo conceitual de gamificação que associa elementos do jogo (pontos, etc.) e regras (políticas de classificação, etc.) às funcionalidades. Vários sistemas existentes, isto é, que não foram originalmente projetados com gamificação em mente, precisam ser gamificados. Porém, o apoio prático às atividades de desenvolvimento necessárias para gamificar sistemas existentes é precário. Gamificar um sistema existente requer: (i) a definição do modelo de gamificação que guia a incorporação de elementos de jogos e regras ao sistema; e (ii) um conhecimento das atividades necessárias à gamificação desse sistema. Infelizmente, há poucos modelos de gamificação bem definidos, menos ainda focados no apoio à saúde pública, especialmente na prevenção de doenças transmitidas por mosquitos. Também não há método sistemático que guie as atividades específicas da gamificação de sistemas existentes. Esta dissertação de mestrado endereça as limitações mencionadas acima com base na experiência prática de se gamificar o sistema VazaZika. VazaZika é um sistema que encoraja a prevenção a doenças transmitidas por mosquito como Zika e Dengue. Primeiro, nós refinamos um método da literatura para lidar com a gamificação de sistemas existentes. Segundo, nós introduzimos um modelo de gamificação com 12 elementos e 16 regras de jogos para gamificar sistemas de prevenção das doenças acima. O nosso modelo foi avaliado com 20 usuários em termos de facilidade de uso, interface, diversão, motivação, potencial de uso constante e potencial de disseminação do sistema. Nossos resultados são promissores: (i) após refinamentos baseados em experiência, o método foi aplicado com sucesso na gamificação do VazaZika; (ii) identificamos 22 atividades de desenvolvimento que se tornaram desafiadoras para os desenvolvedores durante a gamificação; e (iii) nosso modelo de gamificação apoiou a construção de um sistema fácil de usar e capaz de engajar usuários em funcionalidades essenciais à saúde, como o relato de criadouros de mosquito. Esta dissertação provê guias adicionais à gamificação de sistemas existentes e realça oportunidades para trabalhos futuros. / [en] Software gamification aims to leverage the user engagement with key features of software systems. Engagement is promoted by a conceptual gamification model that associates game elements (e.g., points) and rules (e.g., ranking policy) with features. It is quite common to gamify existing systems that were not originally designed with gamification in mind. Unfortunately, the development activities required to gamify a system are barely supported in practice. Gamifying an existing system requires: (i) the definition of a gamification model for guiding the incorporation of game elements and rules into an existing system; and (ii) the knowledge about key development activities to gamify this existing system. However, there are only a few models aimed to support the gamification of existing systems, and none is specific to software domains such as the prevention of mosquito-borne diseases. More critically, there is no systematic method aimed to guide the activities of gamifying existing systems. This Master s dissertation addressed the aforementioned limitations based on our experience with gamifying the VazaZika system. VazaZika is a system that encourages the prevention of mosquitoborne diseases such as Zika, Dengue, and Chikungunya. We introduce a gamification method that supports key activities during the gamification of existing systems, plus a gamification model composed of 12 game elements and 16 rules. Second, we evaluate our model with 20 users by means of ease of use, user interface, user fun, user motivation, and the potential for both constant system use and system dissemination. Our results are promising: (i) after some experience-based refinements, our method was successfully applied in the VazaZika gamification; (ii) we have identified 22 development activities that became challenging for developers to perform along the VazaZika gamification; these activities helped us to shape our method; and (iii) our gamification model has resulted in an easy-to-use system that is able to improve user engagement with critical healthcare-related features, such as the report of mosquito breeding sites. In summary, this dissertation contributed with additional guidance for supporting gamification of existing systems while shedding light on opportunities for future work.

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