GAMIFICATION IN EDUCATION: MODERN APPROACHES AND PRACTICES

This article touches upon the problem of the effectiveness of the educational process, as well as the format of entrance examinations in vocational education, where gamification is a new tool for admission to educational institutions. The author shows in this work that this gaming technology can be successfully applied not only in the field of medicine, business, politics, but also in the field of education. The introduction of gamification contributes to the fact that students assume the role of active players in the educational process. The game system is able to develop students' logical thinking, it can teach them how to plan their own activities and improve the quality of the results they achieve. It is important to remember that gamification cannot completely replace traditional methods of education and admission to higher education. An example of the use of gaming technology in the educational institution "Alabuga Polytechnic" is given, and a sociological survey was conducted among applicants about the knowledge of this technology and the need for its introduction into the educational process. The purpose of the study: to study an example of the use of gamification technology in education in order to consolidate the acquired knowledge of students and attract more applicants to educational institutions.

Authors

Institutions

Publication Details

Journal
Management of the personnel and intellectual resources in Russia
Published
2024-12-16
DOI
https://doi.org/10.12737/2305-7807-2024-13-5-95-99
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
1.58
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

GAMIFICATION IN EDUCATION: MODERN APPROACHES AND PRACTICES

Andrey Cybulevskiy
2 citations
Management of the personnel and intellectual resources in Russia
Educational Games and Gamification
1.58
article

GAMIFICATION IN EDUCATION: MODERN APPROACHES AND PRACTICES

Andrey Cybulevskiy
article en
2 citations

Abstract

This article touches upon the problem of the effectiveness of the educational process, as well as the format of entrance examinations in vocational education, where gamification is a new tool for admission to educational institutions. The author shows in this work that this gaming technology can be successfully applied not only in the field of medicine, business, politics, but also in the field of education. The introduction of gamification contributes to the fact that students assume the role of active players in the educational process. The game system is able to develop students' logical thinking, it can teach them how to plan their own activities and improve the quality of the results they achieve. It is important to remember that gamification cannot completely replace traditional methods of education and admission to higher education. An example of the use of gaming technology in the educational institution "Alabuga Polytechnic" is given, and a sociological survey was conducted among applicants about the knowledge of this technology and the need for its introduction into the educational process. The purpose of the study: to study an example of the use of gamification technology in education in order to consolidate the acquired knowledge of students and attract more applicants to educational institutions.

Management of the personnel and intellectual resources in RussiaVol. 13(5)
The Russian Presidential Academy of National Economy and Public Administration (RU)
Quality Education
Openalex Percentile: Top 14%
Educational Games and Gamification
1.58
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.