GAMIFICATION IN EDUCATION: A SOCIOLOGICAL ANALYSIS OF ITS EFFECTS ON LEARNING OUTCOMES

For the functioning of business entities, a favorable economic climate is needed.The article suggests areas of action for the development of small and medium-sized businesses in various areas of action to create favorable conditions for doing business and developing the region: resources, real sector, institutional, financial, innovation, infrastructure, markets and human capital.The implementation of the proposed activities in the areas of action will allow achieving the strategic goals for the development of small and medium-sized businesses.The values of target indicators for the development of small and medium-sized businesses in the Donetsk People's Republic by 2033 are presented.

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Published
2024-12-11
DOI
https://doi.org/10.34660/inf.2023.30.88.288
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

GAMIFICATION IN EDUCATION: A SOCIOLOGICAL ANALYSIS OF ITS EFFECTS ON LEARNING OUTCOMES

A.A. Bondareva, A.I. Mudarisova, R.R. Mudarisov
1 links
Educational Games and Gamification
article

GAMIFICATION IN EDUCATION: A SOCIOLOGICAL ANALYSIS OF ITS EFFECTS ON LEARNING OUTCOMES

A.A. Bondareva, A.I. Mudarisova, R.R. Mudarisov
article en

Abstract

For the functioning of business entities, a favorable economic climate is needed.The article suggests areas of action for the development of small and medium-sized businesses in various areas of action to create favorable conditions for doing business and developing the region: resources, real sector, institutional, financial, innovation, infrastructure, markets and human capital.The implementation of the proposed activities in the areas of action will allow achieving the strategic goals for the development of small and medium-sized businesses.The values of target indicators for the development of small and medium-sized businesses in the Donetsk People's Republic by 2033 are presented.

Financial University (RU)
Russian Science Foundation
Openalex Percentile: Top 72%
Educational Games and Gamification
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