Gamification oomatshini: ukukala

Ukukala. Yintoni na kwaye uyisebenzisa njani kwi-gamification? Lo mbuzo ubonakala ulula, nkqu nobuciko, kodwa eneneni oomatshini abacacileyo banezinto ezininzi, kuquka ezo zibangelwa yindaleko yomntu.

Gamification oomatshini: ukukala

Eli nqaku lelokuqala kuthotho lwam lwamanqaku malunga namacandelo, oomatshini, kunye nemizekelo enomdla yokwenza umdlalo. Ke ngoko, ndiza kunika iinkcazo ezimfutshane kwamanye amagama aqhelekileyo. Yintoni "ukwenziwa komdlalo (umdlalo)? I-Wikipedia inika inkcazo: "ukusetyenziswa kweendlela zemidlalo yekhompyuter yesoftware yesicelo kunye neewebhusayithi kwiinkqubo ezingezizo ezomdlalo ukuze kutsalwe abasebenzisi kunye nabathengi, ukonyusa ukubandakanyeka kwabo ekusombululeni iingxaki ezisetyenzisiweyo, besebenzisa iimveliso kunye neenkonzo."

Ndikhetha enye inketho: "umdlalo-ukulawula ukuziphatha kwabasebenzisi benkqubo usebenzisa oomatshini bomdlalo." Umahluko phakathi kwezi nkcazo kukuba inkqubo ingaba yiwebhusayithi okanye isoftware, okanye ipaki yoluntu okanye inethiwekhi yezothutho. I-Gamification ayisebenzi kuphela kwintsimi ye-IT. Ngaphaya koko, abanye oomatshini bomdlalo basetyenziselwa ukunyusa ukuzibandakanya kwabasebenzisi, abanye basetyenziselwa ukutsala abasebenzisi, kodwa oku kudityanisiwe kumbono jikelele "wolawulo lokuziphatha." Ukuphumeza i-gamification, kubalulekile ukwazi ukuba yintoni eyenziwa ngabasebenzisi kwinkqubo (inokwenza ukuba inkqubo ayikasetyenziswa), kwaye yintoni abasebenzisi abafanele bayenze kwimbono yabanini benkqubo. Ukwenziwa kweGamification kuluncedo ekususeni ku “yenza” uye ku “yenza.”

Gamification oomatshini: ukukala
Ukulinganisa ngumatshini olula nothandwayo womdlalo osetyenziswa kumdlalo. Akukho ngcaciso ichanekileyo yegama elithi "umdlalo we-mechanics"; ngamanye amaxesha liqondwa njengento nantoni na - ukusuka kwiibheji kunye nezinto eziphunyeziweyo ukuya kwiimpembelelo zokuziphatha. Ukuzisa ucwangco kwisigama esisetyenziswa kwi-gamification sisihloko senqaku elahlukileyo, kodwa apha ndiza kuzikhawulela kwingcaciso emfutshane yento endiyiqondayo ngoomatshini bomdlalo. Eli lelona nqanaba lisezantsi (elikhethekileyo) lokuyila inkqubo ye-gamified, iibhloko zeLego eziqhelekileyo. Ubuchwephesha bomdlalo bukhethwa kwaye busetyenziswe xa amanqanaba aphezulu, angabonakaliyo e-gamification yenkqubo sele ecingwe. Ke ngoko, iireyithingi, iibheji, amanqanaba angoomatshini bomdlalo, kodwa ubunyani okanye umsebenzi weqela awukho.

Ukulinganisa luphawu lwamanani okanye lwe-ordinal olubonisa ukubaluleka okanye ukubaluleka kwento ethile okanye isenzeko (inkcazo evela kwiWikipedia). Ubuchwephesha bokulinganisa bubotshelelwa kumanqaku oomatshini kwaye amaxesha amaninzi kwinqanaba lomsebenzisi oomatshini. Ukulinganisa ngaphandle kwamanqaku akunakwenzeka - inkqubo ayiyi kuqonda ukuba yeyiphi indlela yokubonisa abasebenzisi kumlinganiselo; ukulinganisa ngaphandle kwamanqanaba kunokwenzeka.

Makhe sizame ukuhlela ngokwentsingiselo kubasebenzisi benkqubo.

  1. Ukhuphiswano - lukhuthaza abasebenzisi ukuba babeke phezulu kunabanye abasebenzisi. Ireyithingi eyenzeka rhoqo kunabanye.
  2. Inkcazo yemeko yokulahlekelwa - inkqubo ibeka isohlwayo ukuba inani elinikiweyo lamanqaku okulinganisa alifakwanga. Iinketho ezifanelekileyo ezinokubakho: ukutshintshela kwiqela langaphambili lokulinganisa, ukuncitshiswa kwinqanaba, ukunqotshwa kukhuphiswano, ukucinywa kwexabiso elithile lemali yomdlalo, isohlwayo sokuziphatha (ibhodi yehlazo). Isetyenziswe ngaphantsi kwe-analogue ye-win-win, ifuna ukucinga ngononophelo ngaphambi kokuphunyezwa kunye nohlalutyo lokuziphatha komsebenzisi, kuba izohlwayo zinefuthe elibi kakhulu kumsebenzisi kwaye zinokunciphisa kakhulu ukukhuthaza.
  3. Ukumisela imeko yokuphumelela - inika ilungelo lokufumana umvuzo wokufumana inani elithile lamanqaku okulinganisa. Kwiindawo zokuqala kwirenki, kumanqanaba aphakathi. Njengomvuzo, ukhetho olufanayo lusetyenziswa njengezohlwayo kwimeko yokulahlekelwa, kodwa ngophawu "lokudibanisa". Imivuzo yamanqanaba aphakathi kwirenki yinto enomdla kodwa enqabileyo evumela umsebenzisi ukuba alahlekelwe ngumdla ngokucotha njengoko besuka kwinqanaba ukuya kwinqanaba. Umzekelo luhlelo lwenguqulelo endala yeShefmarket. Le yinkonzo yokuhanjiswa kwekhaya kwiimveliso ezineendlela zokupheka zokuzipheka. Umxhasi ngamnye unesimo esiboniswe kwiakhawunti yakhe yobuqu, amanqaku anikezelwa kwizitya ezilungisiweyo, kwaye amanqanaba anikezelwa ngamanqaku, kodwa ukufezekisa inqanaba elilandelayo kufuneka ulungiselele izitya ezininzi, kwaye oku kunokuthoba. Izipho kuzo zonke iingongoma ze-X zinceda ukunciphisa i-demotivating effect (inani lamanqaku lixhomekeke kwinqanaba langoku lomxhasi). Gamification oomatshini: ukukala
    Ukalo lwabasebenzisi beShefmarket Qaphela indlela ezinye iingcibi zomdlalo ezisetyenziswa ngayo: iibheji, ibha yenkqubela phambili, izihloko, zipakishwe kujongano olukhangeleka lumnandi.
  4. Ubume - kwandisa igunya lomsebenzisi ngokulinganisa okuphezulu emehlweni abanye abasebenzisi. Isetyenziswe, umzekelo, kwiiprojekthi zemibuzo ye-intanethi (StackOverflow, [email protected]). Iinkqubo ze-MMR (ukulinganisa ukulinganisa) kwimidlalo ye-MOBA nazo zinokuhlelwa njengemilinganiselo yobume.
  5. Ukuthenjwa - kwandisa ukuthembeka komsebenzisi onomlinganiselo ophezulu emehlweni abanye abasebenzisi. Yaba ngumgangatho weefandesi ze-intanethi. I-karma yomsebenzisi kaHabr ngomnye umzekelo wokulinganisa ukuthembana. Ukulinganisa ukuthembana kusetyenziswa kwiinkqubo ezisekelwe ekusebenzisaneni kwabasebenzisi omnye nomnye, ngakumbi ukuba le ntsebenziswano ingaxhunyiwe kwi-intanethi okanye ibandakanya utshintshiselwano lweenkonzo kunye nempahla. Gamification oomatshini: ukukala
    Umzekelo wokuthelekelela ifandesi kwi-intanethi ngeebheji ezikhutshiweyo ekufikeni kwinqanaba elithile lokulinganisa.

Iireyithingi ezivela kuluhlu olungasentla zidityaniswe ngeendlela ezahlukeneyo ngaphakathi kwesistim. Kwithiyori, ukulinganiswa komsebenzisi okhuphisanayo kunokwenzeka, kunye neemeko zokuphumelela eziphakathi, kunye nesohlwayo sokulinganisa abangaphandle kunye nezinga eliphezulu lesimo kunye nokuthembela kwiinkokeli zokulinganisa.

Enye inketho yokuhlela ukulinganisa: ngubani otshintsha ukulinganisa komsebenzisi - kuphela inkqubo, kuphela abanye abasebenzisi, okanye inkqubo kunye nabasebenzisi. Inketho xa inkqubo kuphela itshintsha ukalisho lomsebenzisi yeyona ixhaphakileyo. Isetyenziswa rhoqo kwimidlalo ye-intanethi. Umdlali wenza izenzo ezahlukeneyo (ubulala izilo, ugqibezela imibuzo), apho inkqubo ibhaso ngamava (ukulinganisa) amanqaku. Abanye abasebenzisi azichaphazeli ukukala komdlali kwinkqubo enjalo. Inketho xa ireyithingi yomsebenzisi itshintshiwe ingeyiyo inkqubo, kodwa ngabanye abasebenzisi benkqubo, idla ngokusetyenziswa kunye ne-trust rating. Imizekelo: ukwandisa okanye ukunciphisa i-karma, ukuphononongwa okulungileyo kunye nokubi emva kokuthengiselana kwiiplatifomu zokurhweba. Inketho edibeneyo nayo inokwenzeka, umzekelo kwimibuzo ye-intanethi. Ukuphendula umbuzo, umsebenzisi ufumana amanqaku okulinganisa ngokuzenzekelayo kwinkqubo, kwaye ukuba abanye abasebenzisi bayayibona impendulo njengeyona nto ingcono, umsebenzisi ufumana amanqaku angaphezulu.

Indlela elandelayo isekelwe kwiinguqu ezintle kunye nezingalunganga kumlinganiselo womsebenzisi. Ndiyayahlula imiqathango ethi “uhlelo dibanisa”, “umlinganiselo dibanisa-thabatha u-positive”, “umlinganiselo dibanisa-thabatha uthabatha” kunye “nokulinganisa thabatha”. Inketho yokuqala, "i-rating plus," ithetha kuphela ukunyuka kwinqanaba lomsebenzisi. Olu khetho lusetyenziswa, umzekelo, kubathengi kwi-eBay. Ukulandela ukuthengiselana, umthengisi ushiya kuphela impendulo eyakhayo kumthengi okanye akayishiyi kwaphela. Ewe, umthengi onobuqhetseba unokuvalelwa ngabalawuli, kodwa ukulinganiswa kwakhe akunakuncipha (ade abe ngumthengisi ombi ngokwakhe).

Ireyithingi evumayo yokudibanisa okanye uthabathe ithetha ukonyuka kunye nokuhla kuhlelo lomsebenzisi, ngelixa ukulinganisa kungehli ngaphantsi kwe-zero. Ukulinganisa okunjalo akuyi kuvumela umsebenzisi ukuba awele ngokunzulu kwimeko yezenzo ezingaphumeleli (kunye namava amandla kaHabr onomsindo). Kodwa kwangaxeshanye, umsebenzisi omtsha kunye nomsebenzisi ogama lakhe lihlala liguquguquka malunga ne-zero ngenxa yezenzo "ezimbi" ezicwangcisiweyo ziya kujongeka ngokufanayo, enefuthe elibi ekuthembekeni kuyo yonke inkqubo.

Udibaniso okanye thabatha ukalisho olulandulayo luthetha ukuba umlinganiselo womsebenzisi unokunyuka okanye wehle kulo naliphi na ixabiso. Ngokwenza, akukho ngongoma kwixabiso elikhulu elibi kwaye kucetyiswa ukuba ufake ixabiso elibi kwi-threshold kwisistim, emva koko kuyafaneleka ukusebenzisa imilinganiselo yokujezisa kumsebenzisi onjalo, ukuya kuthi ga nokubandakanya ukuvala i-akhawunti. Ngexesha elifanayo, kubalulekile ukucinga malunga nemeko "yokuvuza" ngenjongo yokulinganisa ngabanye abasebenzisi, ukungabandakanyi oku kunokwenzeka okanye ukwenza kube nzima ukuphumeza.

Gamification oomatshini: ukukala
Umlinganiselo wokuthabatha ngumatshini ongafane usetyenziswe apho umlinganiselo wokuqala womsebenzisi usenokungatshintshi okanye wehle. Andikhumbuli kwangoko iiprojekthi ezisebenzisa oomatshini abafanayo, kodwa ithiyori inokwenzeka. Ngokomzekelo, kwiiprojekthi okanye imidlalo yokuphelisa, okanye "amaqhawe okugqibela".

Xa usebenzisa i-rating mechanics, kufuneka ugweme ukwenza impazamo ebalulekileyo: izikhewu kwinani lamanqaku afunyenwe phakathi kwabasebenzisi benkqubo (okanye phakathi kwamanqanaba omsebenzisi) akufuneki kuthotywe okanye kufikeleleke. Lo mahluko ukhuthaza ngakumbi kubasebenzisi abatsha ababona ukuba banamanqaku angama-zero, ngelixa inkokeli yokukala inezigidi. Kutheni le nto isenzeka, kutheni umsebenzisi omtsha kwimeko enjalo ecinga ukuba akunakwenzeka ukubamba inkokeli? Okokuqala, abasebenzisi abatsha benkqubo abakachithi ixesha elaneleyo lokuqonda ukuguquguquka kwamanqaku. Izigidi ezibini ukuya kwezintathu zamanqaku njengenkokeli kukalisho zisenokungafikeleleki kangako ukuba inkqubo inika amawaka ngamanqaku ngesenzo ngasinye somsebenzisi. Ingxaki kukuba umsebenzisi omtsha othotyiweyo uya kuyeka ukusebenzisa inkqubo ngaphambi kokuba ayiqonde. Okwesibini, ingxaki ikumbono wethu wendalo welogarithmic yoluhlu lwamanani.

Siqhele ukuhlala phakathi kolandelelwano lwamanani. Ukubalwa kweenombolo zezindlu, iiteyiphu zokulinganisa kunye neerula, iigrafu kunye neewotshi - kuyo yonke indawo amanani abekwe ecaleni komgca manani ngezithuba ezilinganayo. Kucacile kuthi ukuba umahluko phakathi kuka-1 no-5 naphakathi kuka-5 no-10 uyafana. Ngumahluko ofanayo phakathi kwe-1 kunye ne-500. Enyanisweni, ulandelelwano lwamanani luyimveliso yenkcubeko yethu, kungekhona isakhono sendalo. Ookhokho bethu abakude, ababephila kumashumi amawaka eminyaka eyadlulayo, babengenazo izixhobo zemathematika zanamhlanje, kwaye baqonda amanani ngokwe-logarithmically. Oko kukuthi, zabekwa kumgca-manani kufutshane nangakumbi njengoko zisanda. Bawaqonda amanani kungekhona ngokwexabiso elichanekileyo, kodwa ngokoqikelelo oluqikelelweyo. Oku kwakuyimfuneko kubomi babo. Xa udibana neentshaba, kwakuyimfuneko ukukhawuleza, malunga, ukuvavanya ukuba ngubani oyena mkhulu kunayethu okanye abanye. Ukhetho lomthi ekuza kuqokelelwa kuwo isiqhamo nalo lwenziwa ngokusekelwe kuqikelelo olurhabaxa. Ookhokho bethu abazange babale amaxabiso achanekileyo. Isikali se-logarithmic sikwathathela ingqalelo imithetho yembono kunye nombono wethu womgama. Umzekelo, ukuba sijonga umthi kwiimitha ezilikhulu kwaye omnye umthi oziimitha ezili-000 emva kowokuqala, ikhulu lesibini leemitha libonakala lifutshane.

Gamification oomatshini: ukukala
Umdlali odlala ngamaqhekeza amhlophe kulo mfanekiso akufuneki alazi inani elichanekileyo lamaqhekeza amnyama ukuze aqonde ukuba wenza kakubi.

Unokufunda ngakumbi malunga nombono we-logarithmic wamanani, malunga nophando olwenziwayo ukuqinisekisa le nkcazo, kunye nezinye iinyani ezinomdla ezivela kwihlabathi lemathematika kwincwadi yesayensi eyaziwayo ngu-Alex Bellos "uAlex kwiLizwe lamanani. Uhambo olungaqhelekanga lokuya kwihlabathi lomlingo lemathematika. "

Imbono ye-logarithmic yamanani kwinqanaba le-intuitive ifunyenwe kuthi. Efihliweyo phantsi komgangatho wenkcubeko, uzibonakalisa, umzekelo, kwingqiqo yexesha (ebuntwaneni, iminyaka yadlula ngokukhawuleza, kodwa ngoku ibhabha nje). Sisenako, ngaphandle kwayo yonke imfundo yethu, sibhideka ngamanani amakhulu kakhulu kwaye ngokuzenzekelayo sitshintshele kwimbono yabo ye-logarithmic. Siyawuqonda umahluko phakathi kweilitha kunye neelitha ezimbini zebhiya, kodwa ishumi lamawaka ezigidi kunye nekhulu leebhiliyoni zeelitha zebhiya kubonakala ngathi zilingana namanani alingana nengcamango “yebhiya eninzi kakhulu.” Ngoko ke, ingxaki yokuziva ingafikeleleki kwinqanaba livela ukuba i-gap phakathi kwendawo yangoku kunye nenkokeli "ininzi kakhulu" amanqaku. Ingqondo yomsebenzisi ayiyi kuhlalutya imeko nge-intuitively, ifunde i-dynamics yamanqaku okuqokelela, okanye ukubala ixesha lokufikelela phezulu kwinqanaba. Uya kunika isigwebo - "oku kuninzi, akufanelekanga ukuchitha amandla."

Ukuze ugweme iimeko ezichazwe ngasentla, kufuneka usebenzise i-dynamics ejikelezayo ye-accrual of accrual of rating points, apho umsebenzisi afumana inkuthazo kwaye aqokelele amanqaku okulinganisa ekuqaleni komjikelezo wobomi obulindelekileyo bokusebenzisa inkqubo ngokukhawuleza kunombindi kunye nokuphela. Umzekelo yi-World of Warcraft kunye ne-MMORPG efanayo kunye nenkqubo yokulinganisa abalinganiswa "yaseYurophu" (hayi "yaseKorea"). Inkqubo eqhelekileyo yaseYurophu yokulinganisa ibandakanya ukugqiba ngokukhawuleza amanqanaba okuqala omdlalo, kulandelwa kukwehla kancinci kancinci. Inkqubo esetyenziswa kwimidlalo yeKorea (kunye neminye yaseAsia) ibandakanya ukucotha okumangalisayo kwinqanaba apho amanqanaba okugqibela omlinganiswa afunyanwayo.

Umzekelo, kuMda 2, ukufikelela kwinqanaba lama-74 kufuneka ufumane amava angama-500, kwinqanaba lama-000 - 75, kwinqanaba lama-560 - 000, kwinqanaba lama-76 sele lingaphezulu kakhulu - 623, kwaye ukusuka kwinqanaba lama-000 ukuya kwelona nqanaba liphezulu lama-77. kuya kufuneka ufumane amava ezigidi ezingama-1, ngelixa isantya sokufumana amava sihlala singatshintshi (itheyibhile yonke yamava kunye namanqanaba kuMda 175 iyafumaneka esi sixhobo). Ukucotha okunjalo kubonakala kungenasidingo kumdlalo, njengoko kuthoba abasebenzisi kakhulu.

Gamification oomatshini: ukukala
Enye ingongoma efanele ukukhunjulwa kukuba kulula ukuba umsebenzisi alahle umdlalo okanye inkqubo ye-gamified ekuqaleni, kwaye kunzima ngakumbi xa echithe ixesha elininzi kwinkqubo, emva koko umsebenzisi uya kuziva uxolo ngokushiya amanqaku aqokelelweyo. , amanqanaba, kunye nezinto. Ngoko ke, unike abasebenzisi abatsha ibhonasi yesikhashana kumanqaku abo, umzekelo, + 50% ngenyanga. Ibhonasi iya kusebenza njengenkuthazo eyongezelelweyo yokusebenzisa inkqubo; ngexesha lebhonasi, umsebenzisi uya kuxabisa isantya sokufumana amanqaku, akhululeke kuyo kwaye kuya kuba lula ukuqhubeka nokusebenzisa inkqubo.

Umzekelo wempazamo ye-demotivating rating gap yi-app ye-Gett Taxi. Ngaphambi kohlaziyo lwamva nje, inkqubo yokuthembeka yayinamanqanaba angamashumi amabini, ubuninzi obufunekayo amanqaku angama-6000 (kwi-avareji amanqaku angama-20-30 anikwe uhambo olunye). Onke amanqanaba angamashumi amabini asasazwa ngokulinganayo kwisikali ukusuka kwi-0 ukuya kwi-6000, ngokuhambelana nenkqubo yokulinganisa yaseYurophu kwimidlalo ye-intanethi. Emva kohlaziyo, amanqanaba amathathu angaphezulu ongeziweyo kwisicelo, kwi-10, i-000 kunye ne-20 amanqaku, ngokulandelanayo, ekufutshane nenkqubo yaseKorea (enikwa ukuba inani lamanqaku afunyenweyo ngohambo ngalinye alitshintshanga). Andinayo isampula emeleyo malunga nokuba abasebenzisi beapp bacinga ntoni malunga nohlaziyo, kodwa ishumi elinesibhozo labahlobo bam kunye noogxa bam abasebenzisa i-Gett Taxi baye baqaphela impembelelo ethomalalisayo yamanqanaba amatsha okulinganisa. Akukho namnye kubo oye wafumana inqanaba elitsha kwixesha eligqithileyo ukususela ekuhlaziyweni (ngaphezulu konyaka).

Gamification oomatshini: ukukala
Umsantsa phakathi kwamanqanaba amathathu amatsha kunye nangaphambili kwinkqubo yokunyaniseka ye-Gett Taxi mkhulu ngokungekho ngqiqweni kwaye uyadimaza.

Ukuze ugweme i-gap ye-demotivating in the rating, kuyimfuneko, ngaphezu kokulinganisa kwehlabathi, ukongeza ukulinganisa kwendawo kwinkqubo, apho izithuba phakathi kwezikhundla aziyi kuba zikhulu kakhulu.

Iindlela ezinokwenzeka zokwahlula ireyithingi yehlabathi ngokwendawo:

  1. Phakathi kwabahlobo. Ibonisa ukalisho olubandakanya abahlobo bomsebenzisi kuphela. Abantu bathanda ukukhuphisana kungekhona nomchasi ongaziwayo, ogama lakhe lesidlaliso liyaziwa kuphela (umchasi onjalo akahluke kakhulu kwi-bot), kodwa kunye nabahlobo kunye nabaqhelana nabo.
  2. Ngexesha. Umlinganiselo oqokelelwe ngexesha elithile (usuku, iveki, inyanga, unyaka). Ilungile ku-zeroing kunye nexabiso lokudlala kwakhona. Khange ndikwazi ukuphumelela kule veki - ndiza kuzama kwiveki ezayo, kwaye umsantsa phakathi kwabasebenzisi omnye komnye uhlala usetha kwakhona kwi-zero kwaye awukhuli kumaxabiso e-cosmic.
  3. Ngokusebenzisa i-geotargeting. Ukalisho olubonisa kuphela abasebenzisi abasuka kwindawo ethile (isithili, isixeko, ilizwe, ilizwekazi). Kwakukwimeko enjalo awathi uGaius Julius Caesar wathi, edlula kwidolophu ehlwempuzekileyo yobubharha: “Kulunge ngakumbi ukuba ngowokuqala apha kunokuba ngowesibini eRoma.”
  4. Ngokwesini. Emva koko thelekisa iziphumo zamadoda nabasetyhini, bedlala kwi-hype feminist kunye neenjongo ze-chauvinistic (sebenzisa ngokucophelela, kunokubakho imijelo yentiyo kunye nendle kumacala omabini).
  5. Ngokweqela lobudala. Ngokomzekelo, kwi-gamification yeenkqubo zezemidlalo ezikufutshane kunye neenkqubo ezifuna izakhono eziguqukayo kumntu oneminyaka yobudala. Ngokomzekelo, iiprojekthi ezikhuthaza abantu ukuba badlale imidlalo, ekuvumela ukuba ulayishe iziphumo zakho kwaye ubone iziphumo zabanye abasebenzisi. Kuyacaca ukuba kuya kuba nzima kakhulu kumntu oneminyaka engama-65 ukubaleka kangangoko eneminyaka engamashumi amabini ubudala, kwaye kuya kuba mnandi kakhulu ukukhuphisana noontanga bakhe. Umzekelo kwelinye icala yichess ekwi-intanethi kunye neminye imidlalo entsonkothileyo yobukrelekrele, apho i-grandmaster enamava ayinakufumaneka kumntwana oneminyaka elishumi elinesine ubudala.
  6. Ngokutsho kwezinye iinkcukacha malunga nabasebenzisi ezifumanekayo kwinkqubo (ukukala kuphela Mercedes abaqhubi, kuphela abatywini, kuphela kwisebe lezomthetho, kuphela kwinqanaba 120 elves).

Dibanisa ezi ndlela zingasentla kunye enye nenye njengoko uthanda, uzive ukhululekile ukuzama ngazo.

Ngexesha lokusebenza kwenkqubo ye-gamified, jonga ukuba ukulinganisa kuhlangabezana njani neenjongo ezichazwe ngexesha loyilo. Umzekelo, ukuba injongo yoluhlu ibikukonyusa intembeko yabanye abasebenzisi kubasebenzisi abakumgangatho ophezulu, nikela ingqalelo ekuchongeni nasekunciphiseni iindlela ezinobulungisa nezinganyanisekanga zokunyusa ngokukhawuleza umgangatho. Isiseko somlinganiselo wokuthenjwa bubunzima bokuyifumana kunye nokuba nokwenzeka kokuphulukana nayo ngokukhawuleza. Ukuba kukho izikhewu kwisistim sokunyuka okukhawulezayo ngokungafanelekanga kwinqanaba, ukuzithemba komsebenzisi kuyo kuya kuhla ngokukhawuleza. Ngokomzekelo, ukuba kwifandesi ye-intanethi kunokwenzeka ukwandisa ukulinganisa komthengisi kwintengiselwano nganye eyenziwa ngumsebenzisi ngamnye, ngoko abasebenzisi ababini banokugcina ukulinganisa kwabo kwinqanaba eliphezulu ngokuthenga iimpahla zepenny (efanelekileyo yedijithali) komnye nomnye. Kwangaxeshanye, uphononongo olubi olunokwenzeka malunga nenkonzo ekumgangatho ophantsi okanye ubuqhetseba buya kuvalelwa ngobuninzi bophononongo olungeyonyani, okukhokelela kumngcipheko welahleko enkulu yokuthembela kwinkqubo.

Ukusonga izinto, nazi iingcebiso ezintathu ezingakumbi zokusebenzisa amanqanaba kunye namanqanaba:

  1. Musa ukubonisa umsebenzisi inani lamanqaku afunekayo kumanqanaba alandelayo. Oku kuthoba isidima kubadlali abatsha abangekaqhelani nesantya sokukora senkqubo kunye nobuchule bokufumana amanqaku. Xa umsebenzisi ebona ukuba inqanaba lokuqala liphunyeziwe ngamanqaku e-10, elesibini ngama-20, kwaye ishumi lamashumi amabini ngekhulu lamawaka, oku kuthoba. Ikhulu lamawaka libonakala lilinani elingafikelelekiyo.
  2. Bonisa inani lamanqaku afunekayo ukufikelela kwinqanaba elilandelayo ngokuthathela ingqalelo amanqaku afunyenweyo. Umsebenzisi ufumene amanqaku e-10, wafudukela kwinqanaba lesibini, kwaye wayenamanqaku angama-20 asele ngaphambi kokufikelela kwinqanaba lesithathu. Ungabonisi inkqubela phambili yomsebenzisi njengo-0 kuma-20, kungcono ukuyibonisa njenge-10 kuma-30. Yenza inkohliso yomsebenzi ongagqitywanga, ingqondo yethu ayithandi imisebenzi engekagqitywa kwaye izama ukuyigqiba. imisebenzi imivalo inkqubela, lo mgaqo ifanelekile kwimeko yethu. Ukucinga nge-Logarithmic kukwasebenza apha. Xa sibona ukuba sifikelele kuma-450 kumanqaku angama-500 amava, sicinga ukuba lo msebenzi sele ugqityiwe.
  3. Khumbuza umsebenzisi wempumelelo kwiinkqubo ezahlukeneyo zokulinganisa (emva koko, umsebenzisi ngokwakhe akanakuqaphela ukuba kule veki ukwisithathu esiphezulu phakathi kwamadoda kwindawo yakhe).

Kweli nqaku, andizenzi ngathi ndibonelela ngohlalutyo olubanzi lweenketho ezinokwenzeka zokusebenzisa ukulinganisa oomatshini, ngoko ke mhlawumbi andizange ndikhankanye iimeko ezithile kunye namatyala okusebenzisa. Ukuba unamava anomdla usebenzisa ireyithingi kwimidlalo kunye neenkqubo ezigamified, nceda wabelane nam kunye nabanye abafundi.

umthombo: www.habr.com

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