Gamification Approach in Cloud-Based Corporate Training †
Abstract
1. Introduction
2. State of the Art
- Increasing engagement: game elements and techniques make the process enjoyable and encourage the participants to participate actively;
- Improving motivation: rewards, badges, rankings, levels, challenges, etc., motivate the participants to strive for higher results in the training and in professional growth;
- Developing skills: gamification helps the participants obtain and develop new work skills;
- Receiving feedback: evaluation systems (points, bonuses, badges, rankings, etc.) provide feedback that shows the progress of the participants in obtaining corporate knowledge and skills;
- Stimulating competition: rankings encourage competition, which can lead to better results in corporate training;
- Simulating a real environment: gamification allows for the practical application of knowledge in simulated environments.
3. Gamified Corporate Training
3.1. Cloud-Based Corporate Training
3.2. Gamification Approach in Corporate Training
- Defining the corporate learning goals: what skills and knowledge need to be acquired, and what is the purpose of the training—increasing productivity, developing specific skills, becoming familiar with new business processes, etc.?
- Defining the target group: what are the specifics of the group of employees being trained, and are they newcomers or do they simply need to update their skills and knowledge in some specific business process?
- Selecting appropriate game elements and techniques: what are the valuable game elements and techniques (see elements and techniques in Figure 4) to implement to motivate the participants?
- Reward system choice: what are the valuable and motivating rewards for the target group?
- Gamification scenario creation: what are the appropriate learning paths and the points for integration of gamification?
- Monitoring training and feedback: how to track the participants’ progress, provide regular feedback, and adapt the learning process when necessary?
- Results’ analysis: how effective is gamification in measuring learning outcomes and participant feedback?
4. Results
- Avatar—It was the role in the company (rector, vice-rector, dean, etc.). The experiment simulated a realistic environment with movements in positions, emphasizing growth in the company structure. Each student began with a designated role, starting at rank 8. Every week, the employee could reach the next rank (−1) if they achieved the required performance points for the current mission from their current level or drop to a lower rank (+1) if the points were not earned. The goal was to reach rank 1 by the end;
- Level—Each learning week was a level with a mission and additional activities;
- Bonus—It was the scoring in every week in the week reports based on the work done by each team member—each team member could obtain from 0 to 2 points for their work (individual and collaborative). The weekly reports were used to report and evaluate the current work of each team member. Each 2 bonus points raised the employee’s rank. The team leader gave the points. If the points did not correspond to the work done, the teacher reset the points of the team leader and the person who had not completed the relevant work for the current week;
- Badge—One team each week received the badge “Fastest team” and obtained an additional 0.5 points per member;
- Combo—At the end of half of the period of training, the teams with at least two badges received double the badges (badge points);
- Reward—An unexpected 1 point was given to a group or person for each week according to different criteria (not known by the students in advance): the best (fully) completed week report; the best team organization; the largest number of team members participating in the week meeting; the fastest evaluation of colleagues’ diagrams; the most regular and useful meetings; the most frequent communication with the responsible teacher; and the best team leader;
- Leaderboard—It was the weekly ranking of the teams and the announcement of the week and final winners. The final winner (team) received a prize at the end;
- Team—Teams of 11 students worked in collaboration, competing with other teams;
- Resource—The teams received some documents and templates to work in the same style, and their results were comparable;
- Time—The teams had 1 week, with a mission for each level;
- Progress—The students had access to the information (in the cloud environment) to track their progress all the time;
- Status—It was the current role, rank (from 8 to 1), amount of points, badges, and awards obtained, and all information was accessible to the students in the cloud environment.
- Game rules—consisted in the learning rules presented at the beginning of the training and available in a shared document;
- Time limit—there was a time limit for each mission and additional work (1 week for each task);
- Communication—each team carried out online and/or live group meetings to discuss their work.
- Feedback—consisted in recommendations and opinions from the teacher and the team leader;
- Mission/challenge/adventure—indicated specific tasks related to organizing and conducting corporate training, as well as creating learning resources and courses such as BPMN diagrams;
- Hidden treasure—the diagram assessment template was locked until the learners developed their diagram;
- Reward system—the learners were rewarded with all kinds of reward components (bonuses, badges, combos, and rewards) during the entire gamified process;
- Story/history—the game process had a specific story—corporate training was conducted in a specific organization, i.e., a university—and all students had their roles and responsibilities in the organization.
- Percentage of successfully completed weekly tasks—associated with the received points for a completed weekly task and received bonus points according to a different criterion;
- Percentage of on-time completed tasks—the exact finishing time for each task was detected, which was also connected to some rewards;
- Percentage of engagement of the group members—the participation and engagement in the task of each learner in the group was important;
- Average grade points—the final average grade points of the course (from practical tasks and theoretical tests) were the direct measure of the knowledge and skills achieved.
- Observations on interaction—the level of cooperation and interaction between students in the group was observed;
- Student peer assessment and self-assessment—the groups self-assessed their week work, one of the tasks was peer-assessed by the students from another team, and this entire assessment was approved and finally assessed by the teachers;
- Participant feedback—throughout the training, the teachers received feedback and communicated with the students regarding the weekly tasks and the final performance of the teams.
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
BPMN | Business Process Model and Notation |
LMS | Learning Management System |
IT | Information Technology |
VR | Virtual Reality |
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Gocheva, M.; Somova, E.; Rusenova, L. Gamification Approach in Cloud-Based Corporate Training. Eng. Proc. 2025, 104, 37. https://doi.org/10.3390/engproc2025104037
Gocheva M, Somova E, Rusenova L. Gamification Approach in Cloud-Based Corporate Training. Engineering Proceedings. 2025; 104(1):37. https://doi.org/10.3390/engproc2025104037
Chicago/Turabian StyleGocheva, Margarita, Elena Somova, and Lilyana Rusenova. 2025. "Gamification Approach in Cloud-Based Corporate Training" Engineering Proceedings 104, no. 1: 37. https://doi.org/10.3390/engproc2025104037
APA StyleGocheva, M., Somova, E., & Rusenova, L. (2025). Gamification Approach in Cloud-Based Corporate Training. Engineering Proceedings, 104(1), 37. https://doi.org/10.3390/engproc2025104037