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论文编号:15719 
作者编号:2320233853 
上传时间:2025/12/9 15:56:02 
中文题目:基于游戏化理论的J公司员工培训策略研究 
英文题目:Research on Employee Training Strategies of Company J Based on Gamification 
指导老师:胡望斌 
中文关键字:游戏化;员工培训;培训策略;医疗器械 
英文关键字:Gamification;Employee Training;Training Strategy Design;Medical Technology (MedTech) 
中文摘要:摘要 随著国家逐步深入实行带量采购、医保支付方式改革等新医改政策,医疗器 械行业迎来了颠覆式的巨大变化,传统销售模式不再适用,这对销售工作人员来 说是极大的考验。J 公司作为医疗器材领域的头部外企,其现有的员工培训体系 在应对快速变革、提升员工学习主动性与培训转化率方面显现出不足。游戏化理 论通过将游戏元素与机制应用于非游戏情境,能有效激发内在动机,促进深度学 习与行为改变。 本研究以 J 公司销售及管理团队为研究对象,聚焦应对行业变革的培训策略 优化需求。基于文献研究法,将游戏化理论核心框架、自我决定理论理论、体验 式学习理论、成人学习理论以及培训效果评价模型进行整理归纳, 构建理论框架; 通过问卷调查、深度访谈与案例分析法深入诊断 J 公司现有培训体系在动机激发、 参与度及效果转化方面存在的问题。 在此基础上,本研究基于游戏化理论,针对 J 公司培训的四个核心场景设计 了一套 3+1 方案。一是新员工,利用“学习旅途”闯关实现被动转为主动;二是 新经理利用“领导力剧本杀”设计的情景模拟游戏方式提升自身的软技能以及决 策力;三是新总监采用“领袖征程”沙盘方式加强自身战略思维的能力;还有一 项是变革应对培训,将混合式工作坊的方式应用进去,提升团队能力以及战略转 型的速度。 本研究采用柯氏四级评估模型建立效果评估体系,以验证游戏化设计在提升 培训参与度、知识保留率及能力转化方面的有效性。研究成果不仅为 J 公司优化 培训体系提供直接解决方案,也为其他身处类似的变革环境中的医疗器械企业参 考使用,对于整个医疗器械行业有着较高的参考意义。 
英文摘要:Abstract With the gradual and deepening implementation of new healthcare reform policies such as Volume-Based Procurement (VBP) and reforms in medical insurance payment methods, the medical device industry is undergoing disruptive and significant changes. Traditional sales models are no longer applicable, posing considerable challenges for sales personnel. As a leading multinational corporation in the medical device sector, J Company's existing employee training system shows deficiencies in responding to rapid changes, enhancing employee learning initiative, and improving training transfer rates. Gamification theory, which involves applying game elements and mechanisms to non-gaming contexts, can effectively stimulate intrinsic motivation and promote deep learning and behavioral change. This study focuses on J Company's sales and management teams, addressing their needs for optimized training strategies amidst industry transformation. Based on a literature review, the core framework of gamification theory, Self-Determination Theory, experiential learning theory, adult learning theory, and training evaluation models were synthesized to construct a theoretical foundation. Through questionnaires, in-depth interviews, and case analysis, an in-depth diagnosis was conducted to identify issues within J Company's current training system regarding motivation stimulation, engagement, and effectiveness transfer. Building on this, the study proposes a "3+1" gamified training program tailored to four core scenarios at J Company. First, for new employees, a "Learning Journey" checkpoint system is designed to shift their role from passive recipients to active participants. Second, for new managers, a "Leadership Murder Mystery" scenario-based simulation game is developed to enhance soft skills and decision-making abilities. Third, for new directors, a "Leader's Expedition" business simulation is implemented to strengthen strategic thinking capabilities. Additionally, a change management training program incorporating blended workshops is introduced to improve team capabilities and accelerate strategic transformation. The study adopts Kirkpatrick’s Four-Level Evaluation Model to establish an II Abstract effectiveness assessment system, validating the impact of gamification design on improving training participation, knowledge retention, and competency transfer. The research outcomes not only provide direct solutions for optimizing J Company’s training system but also serve as a valuable reference for other medical device enterprises facing similar transformative environments, holding significant relevance for the entire medical device industry. 
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