Bibliographic citations
Robles, E., (2020). Implementación de un modelo de gamificación para mejorar la capacitación comercial de ejecutivos de una entidad financiera peruana [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/652788
Robles, E., Implementación de un modelo de gamificación para mejorar la capacitación comercial de ejecutivos de una entidad financiera peruana [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2020. http://hdl.handle.net/10757/652788
@mastersthesis{renati/391413,
title = "Implementación de un modelo de gamificación para mejorar la capacitación comercial de ejecutivos de una entidad financiera peruana",
author = "Robles Rojas, Eduardo",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2020"
}
This research work addresses the main strategies to implement a gamification model that aims to train the sales force in a Peruvian financial entity, on relevant issues that will support their commercial activities. Gamification applies various mechanics and elements contained in games, using them in a business context for specific purposes, which can go from transmitting knowledge to generating changes in people's behavior. In this research, we will review educational experiences to connect students with playful learning processes, as well as business gamification models to relate brands to their customers. We present the implementation process of the Knowledge Contest, which is a gamified commercial training program, which was adopted by a Peruvian bank to train its internal sales force. Important aspects of the implementation are shown starting with the objective of the training program, then identifying the training needs for each participating position, as well as the selection of gamification elements used in the training process, defining the participation rules and systems to keep the audience motivated and committed, finally the evaluation mechanisms, monitoring and the results of the program are presented. We identify that a business training process that uses elements of the gamification, generates a competitive environment among its participants, also facilitates the learning process and achieves a positive effect on the quality of care provided to clients of a bank.
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