Gamification in the Digital Educational Environment of Full-Time Learning: A Comparative Analysis of Practices and Their Impact on Students’ Academic Motivation

The article is devoted to the study of gamification as an effective tool for enhancing the learning motivation of full-time university students within the digital educational environment. The theoretical foundations of gamification are examined, including motivational models, flow theory, and behavioral approaches that explain the impact of game elements on student engagement. The empirical part is based on a sociological survey conducted among 147 students of the Omsk branch of the Financial University under the Government of the Russian Federation, representing the following degree programs: “Business Informatics,” “Financial Management,” “Public and Municipal Administration”, “Finance and Credit,” and “Accounting, Analysis and Auditing.” The results show that most students perceive gamification as a positive factor that increases engagement, discipline, and interest in coursework. However, the implementation of gamification within the branch remains inconsistent and largely depends on individual instructors. The study confirms the necessity of systematically integrating gamification into academic programs and provides recommendations for its further development.

Authors

Institutions

Publication Details

Journal
Standards and Monitoring in Education
Published
2026-02-26
DOI
https://doi.org/10.12737/1998-1740-2026-14-1-30-37
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gamification in the Digital Educational Environment of Full-Time Learning: A Comparative Analysis of Practices and Their Impact on Students’ Academic Motivation

A. Artem'eva, A. Lobacevich, V. Shamis
Standards and Monitoring in Education
Educational Games and Gamification
article

Gamification in the Digital Educational Environment of Full-Time Learning: A Comparative Analysis of Practices and Their Impact on Students’ Academic Motivation

A. Artem'eva, A. Lobacevich, V. Shamis
article en

Abstract

The article is devoted to the study of gamification as an effective tool for enhancing the learning motivation of full-time university students within the digital educational environment. The theoretical foundations of gamification are examined, including motivational models, flow theory, and behavioral approaches that explain the impact of game elements on student engagement. The empirical part is based on a sociological survey conducted among 147 students of the Omsk branch of the Financial University under the Government of the Russian Federation, representing the following degree programs: “Business Informatics,” “Financial Management,” “Public and Municipal Administration”, “Finance and Credit,” and “Accounting, Analysis and Auditing.” The results show that most students perceive gamification as a positive factor that increases engagement, discipline, and interest in coursework. However, the implementation of gamification within the branch remains inconsistent and largely depends on individual instructors. The study confirms the necessity of systematically integrating gamification into academic programs and provides recommendations for its further development.

Standards and Monitoring in EducationVol. 14(1)
Omsk State Technical University (RU), Financial University (RU)
Openalex Percentile: Top 37%
Educational Games and Gamification
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.