2016年12月一

本文探讨了游戏化管理在现代企业中的应用。游戏化管理利用游戏元素和设计理念,旨在提高员工的积极性与参与度。文中提到,从谷歌到富国银行等知名企业均采用不同程度的游戏化策略。随着年轻一代对电子游戏的熟悉度增加,游戏化管理变得越来越受欢迎。

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Scotland:094806_p9j9_3127489.png

Abergeldie Castle:094905_klse_3127489.png  

move out of his property:搬离他的财产。属性,财产 095038_iGmf_3127489.png

River Dee:迪伊河

60 feet of land:60英尺的土地095358_mZZQ_3127489.png

Scottish Daily Record:095426_4OoU_3127489.png095456_l1rh_3127489.png

Aberdeenshire:095538_pn7F_3127489.png

Sir Alexander Gordon of Midmar:

Earl of Huntly:095849_BONH_3127489.png095944_mska_3127489.png

1111 acres:100021_mGNX_3127489.png

the royal family:100103_6cBJ_3127489.png

region:100220_7cLF_3127489.png

Storm Frank:暴风雨100252_4k2P_3127489.png

environment agency:环境局

 

 

 

 

 

 

 

 

 

 

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作文:

 

Directions: For this part, you are allowed 30 minutes to write an essay. Suppose you have two options upon graduation: one is to find a job somewhere and the other to start a business of your own. You are to make a decision. Write an essay to explain the reasons for your decision. You should write at least 120 words but no more than 180 words.

==

essay:散文102220_qizo_3127489.png

upon graduation:毕业时。

对于这部分,你可以30分钟写一篇文章。 假设你毕业时有两个选择:一个是在某个地方找到一个工作,另一个是开始你自己的事情。 你要作出决定。 写一篇文章来解释你的决定的原因。 你应该写至少120个字,但不要超过180个字。

 

高分范文

Find a Job First

① College students' options upon graduation vary from person to person.

Some students choose to hunt for a job while others _prefer to start their own business. ② As for me,I would rather find a job first.

③The reasons for my decision are as follows. ④ For one thing, it is much easier for me to find a job compared with starting a business which demands fund, experience and the market. As a green hand who has just graduated from a college,it's totally beyond my ability to handle such a complex situation.⑤ For another, working for others could develop my personalities, such as perseverance, hardworking and stress tolerance ability, which can help me become more prepared and qualified if I would like to start up my own business.

To conclude, ⑥ chances always favor those who are prepared. And I don't think a person could really "build up from nothing". ⑦ As a result, I will find a job first after graduation.

==

vary from person to person:因人而异

As for me:对我来说,依我之见

chances always favor those who are prepared:机会总是喜欢那些有准备的人

compared with:与。。。。相比较

demand:需求102600_m46j_3127489.png

handle:

a green hand:

complex:

personalities:102940_jfHz_3127489.png

perseverance:耐心103155_pvZ3_3127489.png

stress tolerance ability:103449_X00S_3127489.png103528_o6QD_3127489.png

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阅读理解:section a:

 

When someone commits a criminal犯罪的,违法的 act, we always hope the punishment惩罚 will match the offense罪行.But when it comes to one of the cruelest crimes--animal fighting--things 26 work out that way.Dog-fighting victims are 27 and killed for profit and "sport,"//为了利益和”运动“ yet their criminal abusers 施虐者often receive a 28 sentence for causing a lifetime of pain//造成一生的痛苦. Roughly half of all federally-convicted //联邦定罪animal fighters only get probation (缓刑).

195909_EPlC_3127489.png 195946_AKBJ_3127489.png 200331_q3Et_3127489.png 200710_iJad_3127489.png 201248_bSPq_3127489.png 201839_odgP_3127489.png 202216_dQUY_3127489.png 202441_VbuO_3127489.png 202613_0ujp_3127489.png 202653_DQ4A_3127489.png 

Some progress has been made in the prosecution (起诉) of animal fighters. But federal judges often rely heavily on the U. S. Sentencing Guide Lines when they 29 penalties, and in the case of animal fighting, those guidelines are outdated and extremely 30

The U.S. Sentencing Commission, which 31 these sentencing guidelines, is revisiting them,proposing to raise the minimum sentence from 6 - 12 to 21 - 27 months. This is a step in the right 32, but we'd like to see the U. S. Sentencing Commission make further changes to the guidelines.

Along with this effort, we're working with animal advocates and state and federal lawmakers to 33 anti-cruelty laws across the country, as well as supporting laws and policies that assist overburdened animal 34 that care for animal fighting victims. This help is 35 important because the high cost of caring for animal victims is a major factor that prevents people from getting involved in cruelty cases in the first place.

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A. convenient:a 方便的,合适的,近便的

B. creates:v 创建,创建

C. critically:adv 极为重要地,严重地

D. determine:v 规定,决定

E. direction:n 方向

F. hesitate:v 犹豫

G. inadequate:a 不足的,不够好的

H. inspired:v 鼓舞

I. method:n

J. minimal:a 微小的

K. rarely:adv

L. shelters:n 为----提供避难处,躲避

M. strengthen:v 增强

N. sufferings:n 痛苦,折磨

O. tortured:v 折磨,拷打

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section b

                                                                                                 when work becomes a game

A)

  what motivates employees to do their jobs well ?

激励,做好他们的工作。

Competition with coworkers, for some.

同事之间的竞争对一些人来说有效。

The promise of rewards, for others .

另一些人

Pure enjoyment of problem-solving,for a lucky few.

纯粹体验 解决问题 少数幸运儿有效

enjoy enjoyment 

 

135339_rBeI_3127489.png 150043_O5lB_3127489.png

B)

Increasingly,companies are tapping into these desires directly through what has come to be know as “gamification” :

越来越多,company 公司,正在直接通过所谓的“游戏化”逐步实现快乐工作的目标

151129_J4DU_3127489.png151237_3Ssh_3127489.png151331_ke8d_3127489.png151555_vpz9_3127489.png

essentially ,turning into a game.

本质上,转化为一种游戏

"Gamification is about understanding what is that makes games engaging and what game designers do to create a great experience in games,

了解, 如何让人着迷,游戏设计者如何创造这种体验

152127_ZeEa_3127489.png 

and taking those learnings and applying them to other contexts such as the workplace and education,"

并把这些学问运用到其他活动中,比如工作和教育

apply:申请,应用

 152704_sniu_3127489.png 152752_kJBT_3127489.png 

explains Kevin Werbach,a gamification expert who teaches at the Wharton School of Business at the University of Pernsylvania in the United States.

。。。凯文,韦巴赫 解释道

153145_GYAG_3127489.png153223_K58C_3127489.png

 

C)It might mean monitoring employee productivity on a digital leaderboard and offering prizes to the winners,or giving employees digital badges or starts for completing certain activities.

这或许意味着。。。。it might mean   监督 员工的生产效率 电子排行榜    奖励  电子的 完成特定工作

143952_Um92_3127489.png144117_gH7h_3127489.png144315_pTx8_3127489.png144155_7qVe_3127489.png144431_t04S_3127489.png144732_dGli_3127489.png144810_wbLK_3127489.png

It could also mean training employees how to do their jobs through video game platforms.

通过电子游戏平台

Companies form Goole to L'Oreal to IBM to Wells Fargo are known to use some degree of  gamification in their workplace。

谷歌,欧莱雅,国际商用机器公司,富国银行等公司

 142010_fjnX_3127489.png  不同程度的运用

And more and more companies are join them. A recent report suggests that the global gamification market will grow from $ 1.65 billion in 2015 to $11.1 billion by 2020.

全球游戏化市场产值

D)

The concept of gamification is not entirely new, Werbach says. Companies, marketers and teachers have long looked for fun ways to engage people's reward-seeking or competitive spirits.

游戏化并不是全新的概念  商人 一直以来都在寻找愉悦的方式 激发人们  寻求奖励的精神,或竞争精神

144249_tnED_3127489.png   144646_GZZp_3127489.png 144715_ND2T_3127489.png 

144806_aPSy_3127489.png 

Cracker Jacks had been "gamifying" its snack food by putting a small prize inside for more than 100 years, he adds.,

他还说    一百多年来一直运用游戏化思维 吧小额奖品放入食品中 

and the turn-of-century steel magnate Charles Schwab is said to have often come into his factory and written the number of tons of steel produced on the past shift on the factory floor, thus motivating the next shift of workers to beat the privious one.

钢铁巨头 查尔斯,施瓦伯 经常亲临工厂 把上一班工人的钢铁产量吨数记录在公司中,以激励下一班工人。。

151606_2Iix_3127489.png  151636_Sb4Z_3127489.png 151907_MBCp_3127489.png 

151938_Utrv_3127489.png 152033_tLNo_3127489.png 152103_DPsN_3127489.png

 

E)

But the word "gamificationn" and the widespread, conscious application of the concept only bagan in earnest about five years ago , Werbach says.

得到广泛而有意识的应用      也就是大概五年前的事情

152341_kNNz_3127489.png  152539_szXN_3127489.png 

Thanks in part to video games , the generation now entering the workforces is especially oper to the idea  of having their work gamified. 

这部分归功于电子游戏,  现在这一代劳动力很容易接受将工作游戏化这一理念

 

"we are at a point where in much of the developed world the vast majority of young people grew up playing video games , and an inceasingly high percentage of adults play this video games too.

“在很多发达国家,大多数年轻人是玩电子游戏长大的,而且越来越多的成年入也在玩电子游戏”

 

F)

A number of companies have sprung up ----GamEffective, Bunchball and Badgeville , to name a few --in recent years offering gamification platforms for businesses.

近年来涌出许多公司   ,他们能够为企业提供游戏化平台。

140754_Wgbh_3127489.png 140838_jf75_3127489.png

The platforms that are most effective turn employees' ordinary job tasks into part of rich adventure narrative . 

这些平台有效地把员工乏味的工作任务变成有趣的冒险。

141434_mBhW_3127489.png 141509_3jOT_3127489.png 141534_Us98_3127489.png 

"what makes a game game-like is that the player actually cares about the outcome," werbach says。

只有当员工真正关心结果时,游戏才有意义。

141848_ozhD_3127489.png 141927_O8ZF_3127489.png

"The principle is about understanding what is motivating to this group of players, which requires some understanding of psychology."

其基本原则是要知道什么能刺激这些员工,这需要一些心理知识。

142237_gjgT_3127489.png

G)

some peolple, Wberbach says, are motivated by competition . Sales people often fall into this category.

142334_HZEC_3127489.png142353_XqBe_3127489.png 142423_VLXq_3127489.png

For them , the right kind of gamification might be turning their sales pitches into a competition with other steam members,  complete with a digital leaderboard  showing who is winning at all times.

对他们来说,合理的游戏化或许是让他们的销售话术和同组的其他人员的话术进行竞争,配合使用电子排行榜实时显示冠军。

142954_GRUW_3127489.png 143032_TvgJ_3127489.png 143118_wfMp_3127489.png 

Others are more motivated by collaboration and social experiences .

143153_KpnD_3127489.png

One company Werbach has studied uses gamification to create a sense of community and boost employees' morale(士气).

韦巴赫研究过的一家公司就运用游戏化,来建立团队意识以鼓舞员工的

143735_eY62_3127489.png 143753_5s8o_3127489.png

When employees log in their computers, they're shown a picture of one of their coworkers and asked to guess that person's name.

H)

Gamification does not have to be digital.

 

Monica  that Cornetti runs a company that gamifies emplyee trainings.

Somestimes this involves technology, but often it does not.

She recently designed a gamification strategy for  a sales training company with a storm-chasing theme.

Employees formed "storm chaser teams" and competed in storm-themed educational exercises to earn various rewards.

"Rewards do not have to be stuff," Cornetti says.

"Rewards can be flexible working hours."

Another training, this one for pay roll law,used a Snow White and the Seven Dwarfs theme.

"Snow White" is avaiable for everyone to use,but the "swarfs" are still under copyright, so Cornetti invented soundalike character (grumpy Gus,Dopey Dan) to illustrate specific pay roll law principles.

 

I)

Some people do not take naturally to gamified work environments, Cornetti says. In her experience,  people in positions of power or people in finance or engineering do not tend like to the sound of the word. "If we designing for engineers, I'm not talking about  a 'game' at all, " Cornetti says. "I'm talking about  a 'simulation' (模拟), I'm talking about  'being able to solve this problem.'"

 

J)

Gamification is " not a magic bullet," Werbach warns. A gamification strategy that  is not sufficiently thought through or well tailored to its players may engage people for a little while, but it will not movitate people in the long term . It can also be exploitative, especially when used with vulnerable populations. For workers , especially low-paid workers , who desperately need their jobs yet know they can be easily replaced, gamification may feel more like the Hunger Games. Werbach gives the examples for several Disneyland hotels in Anaheim, which used large digital leaderboards to display how efficiently laundry workers were working compared to one another. Some employees found the board motivating . To others , it was the opposite of fun. Some began to stop taking bathroom breaks, worried that if their productivity fell they would be fired. Pregnant employees struggled to keep up. In a Los Angeles Times article, one employee referred to the board as a "digital whip." "It actually had a very negative effect on morale and performance," Werbach says.

 

K)

Still , gamification only stands to become more popular , he says, "as more and more people come into the workforce who are familiar with the structures and expressions of digital games." "We are far from reaching the peak," Cornetti agrees . "There is no reason this will go away."

 

 

 

 

转载于:https://my.oschina.net/u/3127489/blog/896972

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