PREPARING STUDENTS FOR INNOVATIVE ACTIVITIES THROUGH GAME-BASED TECHNOLOGIES

<p><em><span>The modern education system aims to prepare students for innovative activities, with new pedagogical technologies playing a crucial role in this process. Game-based learning (gamification) is one such approach that enhances engagement, motivation, and creativity in students. This paper explores the significance of game-based technologies in preparing students for innovation, their effectiveness, and practical applications in the educational process. The research highlights key principles, benefits, and implementation strategies of gamification in various disciplines, emphasizing its role in developing critical thinking, problem-solving, and entrepreneurial skills.</span></em></p>

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-03-06
DOI
https://doi.org/10.5281/zenodo.14978345
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

PREPARING STUDENTS FOR INNOVATIVE ACTIVITIES THROUGH GAME-BASED TECHNOLOGIES

Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

PREPARING STUDENTS FOR INNOVATIVE ACTIVITIES THROUGH GAME-BASED TECHNOLOGIES

article en

Abstract

<p><em><span>The modern education system aims to prepare students for innovative activities, with new pedagogical technologies playing a crucial role in this process. Game-based learning (gamification) is one such approach that enhances engagement, motivation, and creativity in students. This paper explores the significance of game-based technologies in preparing students for innovation, their effectiveness, and practical applications in the educational process. The research highlights key principles, benefits, and implementation strategies of gamification in various disciplines, emphasizing its role in developing critical thinking, problem-solving, and entrepreneurial skills.</span></em></p>

Zenodo (CERN European Organization for Nuclear Research)
Industry, innovation and infrastructure
Openalex Percentile: Top 50%
Educational Games and Gamification
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PREPARING STUDENTS FOR INNOVATIVE ACTIVITIES THROUGH GAME-BASED TECHNOLOGIES · Zenodo (CERN European Organization for Nuclear Research) (2025) | TGRS Research Map | TGRS