Skip to content

GAMIFICATION IN CORPORATE LEARNING ON THE EXAMPLE OF THE ATINGI PLATFORM

2026 · Vestnik of the Kyrgyz-Russian Slavic University · 0 citations

Abstract

The article discusses gamification of corporate learning as a management and economic tool in onboarding processes at the international organization GIZ based on the atingi digital platform. The aim of the study is to show how game mechanics (Points–Badges–Leaderboards, storylines, quests, simulations) can be integrated into a manageable adaptation quality framework, influencing employee engagement, the speed at which they achieve independence and the standardization of practices across departments. The study was conducted in the format of a desk-based qualitative analysis of the open guidelines of the atingi platform, descriptions of H5P content, and GIZ adaptation modules, based on motivation theories and engagement models. It was shown that PBL mechanics provide visibility of progress and intangible recognition, while the storyline and ‘quest’ provide meaning and structure, and simulations create a safe space for practicing critical actions before moving on to real tasks. The economic logic of gamification is demonstrated: reduction of the time needed to ‘get into the role,’ reduction of coordination and mentoring costs, reduction of the frequency of typical errors, and simultaneous increase in the manageability of onboarding. The risks of shifting motivation to the external, cognitive overload and technological dependence are analyzed separately, as well as the measures to reduce them, allowing gamification to be integrated into the quality management system rather than used as a decorative add-on.

View source

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.