Gamification as a modern technology aimed at improving general education

In accordance with the Federal State Educational Standard, the modern educational process is focused not only on mastering the curriculum (subject-specific universal educational actions (hereinafter referred to as UDS)), but also on achieving personal and meta-subject UDS (regulatory, cognitive, communicative). An analysis of the scientific literature indicates that gamification technology is an effective means of forming a UUD in students. The author of the article characterizes this educational technology and proves that the popularity of gamification in the digital world among teenagers and young people is constantly growing. The practical use of this method in studying the social studies course by high school students shows that it not only provides the student with the opportunity to gain knowledge, but also forms the need to obtain this knowledge independently, contributes to the development of socially significant values, personal culture and one’s own “I”.

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Publication Details

Journal
Vestnik of North-Ossetian State University
Published
2024-12-25
DOI
https://doi.org/10.29025/1994-7720-2024-4-138-143
Primary Topic
Educational Innovations and Challenges
Type
article
Field-Weighted Citation Impact
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article

Gamification as a modern technology aimed at improving general education

Yuri A. Govenko
Vestnik of North-Ossetian State University
Educational Innovations and Challenges
article

Gamification as a modern technology aimed at improving general education

Yuri A. Govenko
article en

Abstract

In accordance with the Federal State Educational Standard, the modern educational process is focused not only on mastering the curriculum (subject-specific universal educational actions (hereinafter referred to as UDS)), but also on achieving personal and meta-subject UDS (regulatory, cognitive, communicative). An analysis of the scientific literature indicates that gamification technology is an effective means of forming a UUD in students. The author of the article characterizes this educational technology and proves that the popularity of gamification in the digital world among teenagers and young people is constantly growing. The practical use of this method in studying the social studies course by high school students shows that it not only provides the student with the opportunity to gain knowledge, but also forms the need to obtain this knowledge independently, contributes to the development of socially significant values, personal culture and one’s own “I”.

Vestnik of North-Ossetian State University(4)
Openalex Percentile: Top 60%
Educational Innovations and Challenges
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