Развитие компетенций работников-инноваторов с использованием инструментов геймификации
DOI:
https://doi.org/10.17308/econ.2020.1/2760Keywords:
gamification, gaming techniques, competencies, employee-innovatorAbstract
The article is devoted to the study of the use of gamifi cation as a tool for the professional development of the competences of innovative workers based on the introduction of gaming techniques into the non-gaming environment of corporations. The author’s defi nition of the concept «competence of an employee-innovator» based on the competence-based approach, taking into account both professional knowledge and skills (hard skills) and his personal and business qualities, so-called soft skills, is given. The authors, taking into account the analysis of positive and negative factors of the environment of companies, have established key competencies characteristic of innovative workers, as well as identifi ed distinctive personal and business qualities as an element of the competences of innovative workers. The relationship between the competences of the employee-innovator, his personal and business qualities and the stages of the innovation process based on professional educational standards is described. The use of gamifi cation as a tool for the professional development of the competences of innovative workers has been substantiated and an algorithm has been developed for using various gaming techniques to develop individual key competencies of innovative workers taking into account group and individual levels, including team gaming equipment for solving case studies, solving inventive problems, business and role playing research directionality.



















