List of publications on a keyword: «gamification»
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Using gamification methods to develop the cognitive processes of primary school students with intellectual disabilities
ProceedingModern educational process: psychological and pedagogical support, educational strategies- Authors:
- Anastasiia S. Golodniak, Marina L. Sher, Ekaterina I. Karetnikova
- Work direction:
- Инновационные технологии в образовании
- Abstract:
- The article is devoted to the study of the possibilities of using gamification methods in the correctional and developmental education of primary school students with intellectual disabilities. In the context of implementing the principles of inclusive education, pedagogical technologies that can compensate for cognitive deficits and activate cognitive activity become particularly relevant. Based on the analysis of the works of L. S. Vygotsky, D. B. Elkonin, J. Piaget, and A. R. Luria, as well as modern empirical studies (N. A. Kotelevtseva, N. L. Karavaeva, and others), the article examines the mechanisms of the influence of game elements, such as point systems, level complexity, and immediate feedback, on the development of attention, memory, self-regulation, and social skills in this category of students. The article emphasizes the need for a thorough adaptation of gamified methods to the specific psychophysical characteristics of children with intellectual disabilities.
- Keywords:
- inclusive education, children with disabilities, primary school age, cognitive interest, gamification, intellectual disability, gaming technologies, play activities, correctional education
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GAMIFICATION TECHNOLOGY IN FORMING A LINGUISTIC AND CULTURAL COMPETENCE ON THE LESSONS OF THE RUSSIAN AND ENGLISH LANGUAGE
Proceeding
The Topical Issues of the Humanities and Social Sciences- Authors:
- Kseniia G. Petukhova, Alena G. Ivanova
- Work direction:
- Современные гуманитарные науки и проблемы языкознания
- Abstract:
- The article presents the experience of creating methodological techniques and practical exercises through gamification for the making of linguistic and cultural competence in the lessons of the Russian and English language.
- Keywords:
- innovation, English language, Russian language, bilingualism, gamification, dialogue of cultures, linguistic and cultural competence, teaching process, educational platform
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Quest technology in the professional training of future speech therapists for the correction of sound reproduction
ProceedingPsychological and Pedagogical Research – Tula Region- Authors:
- Svetlana A. Shopina, Inna L. Fedotenko
- Work direction:
- Conditions of the pre-school educational environment that create and ensure the safety of pupils
- Abstract:
- The article discusses the possibilities of using quests in the professional training of future speech therapists to correct pronunciation. The importance of gaming technologies, gamification and quests for the formation of practical skills of students is highlighted. The structure of educational quests is described. The effectiveness and prospects of using quests in the training of future speech therapists are substantiated.
- Keywords:
- training, gamification, vocational education technologies, speech therapists, educational quest
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Theoretical foundations of the use of game methods in teaching children with disabilities
ProceedingYouth science in the modern world- Authors:
- Anastasiia S. Golodniak, Marina L. Sher
- Work direction:
- Актуальные проблемы специального и инклюзивного образования
- Abstract:
- The article discusses the theoretical foundations of the use of game methods in teaching children with disabilities. Key concepts such as play activities, correctional pedagogy, and adaptive learning are analyzed. Special attention is paid to the role of play as a natural way of learning about the world for children with disabilities. The work uses the works of Russian scientists such as Baryaeva L. B. and Strebeleva E. A., who emphasize the importance of gaming technologies in the development of cognitive, emotional and social skills in children with special educational needs.
- Keywords:
- motivation, adaptive learning, inclusive education, children with disabilities, cognitive interest, gamification, play activity, correctional pedagogy, game methods, emotional support
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The role of phygital technologies in increasing the learning motivation of new generation students
Proceeding
Digitalization in the education system: best practices and implementation practices- Authors:
- Leonid V. Mironov, Ekaterina V. Timoshenko, Ekaterina V. Ishkova
- Work direction:
- Цифровые тренды и повышение качества профессионального образования
- Abstract:
- In their article, authors discuss how modern digital technologies can be used to increase motivation for learning. They examine the role of these technologies in modernizing educational systems, focusing on the synthesis of physical and digital reality. Based on an analysis of case studies of Russian educational platforms and universities, the article demonstrates how the integration of augmented reality (AR) and virtual reality (VR), gamification, and hybrid learning formats can help increase student motivation and develop digital skills. It also discusses the potential of digital technology to address challenges such as staff shortages and adapting pedagogical approaches for Generation Z students.
- Keywords:
- motivation, competence approach, virtual reality, gamification, digital transformation of education, quality of learning, phygital technologies, learning formats, hybrid learning, augmented reality
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Art Coaching and Transformational Games: An Integrative Approach for Business Solutions
ProceedingCoaching psychology: methodology, theory, practice- Author:
- Ol'ga N. Smol'nikova
- Work direction:
- Разработка и опыт применения оригинальных методов и инструментов в коучинге
- Abstract:
- The article analyzes the potential of integrating art coaching methods and transformational games as a tool for addressing business challenges. Using the transformational games Igra Atlantov "Alkhimiya Mechty” and “Put’ Bogatstva" (by Yuri Muradyan) as examples, the article examines the mechanisms by which the combination of visual metaphors, game mechanics, and coaching technologies can facilitate the acceleration of awareness and solution-finding processes. Typical business challenges are described, and case studies illustrating the application of this approach for various client categories (experts, entrepreneurs, top managers, HR specialists) are provided. The theoretical foundations and potential limitations of the method are also discussed.
- Keywords:
- gamification, coaching, art coaching, transformational games, business challenges, decision-making, Metaphorical Associative Cards (MAC), Game of the Atlanteans
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GAMIFICATION IN EDUCATION
Proceeding
Sormovo Readings- 2025: scientific and educational space, realities and prospects for improving the quality of education- Author:
- Ol'ga S. Grigorenko
- Work direction:
- Инновации в образовании: интеграция новых знаний и технологий в учебные программы
- Abstract:
- Gamification in education is the integration of game elements and principles into the educational process. This approach uses different techniques such as scores, levels, points, achievements, and competitions to create a more interactive learning environment. However, the introduction of gamification is also associated with a number of disadvantages, which include the risk of reduced academic activity, difficulty in assessing knowledge, and the need to take into account students' individual preferences. In general, gamification is a promising area that can significantly enrich the learning process if it is used taking into account its advantages and disadvantages.
- Keywords:
- motivation, education, learning, gamification, learning process, critical thinking, collaboration, game elements, engagement, knowledge assessment
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Primenenie sredstv STEAM-obucheniia v shkole
Book Chapter
Modern Challenges of Education and Psychology of Personality Formation- Authors:
- Svetlana M. Koniushenko, Mariia O. Komissarova, Zarina N. Khisametdinova
- Work direction:
- Глава 14
- Abstract:
- The chapter examines the results of a study on the content of the concepts of STEAM learning tools: «gamification», «game mechanics». The authors justified the relevance of their application in the educational process of STEAM teaching mathematics as a new learning tool is substantiated. The key to gamification lies in its ability to make mathematics relevant and exciting by fostering a positive relationship between learners and this important subject.
- Keywords:
- game, gamification, STEAM-learning, game mechanics, mathematical education of students
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Game forms of learning as a means of developing speaking in elementary school
Book Chapter
Modern educational technologies: Pedagogy and Psychology- Authors:
- Iuliia S. Vasileva, Nina S. Shvaikina
- Work direction:
- Глава 14
- Abstract:
- Research and practical examples demonstrate that game-based forms of learning are not only successfully introduced into the educational process, but can also bring noticeable results in the development of students’ communicative competencies. Game as a natural activity at this age can be the key to increasing interest in learning a foreign language and developing communication skills. Thus, the relevance of our research is determined by the need to search and test effective teaching methods that can maximize the potential of primary school students in the field of learning foreign languages. The development and implementation of game forms of learning, focused on the development of speaking skills, are becoming a response to modern educational challenges. The study contributes to the development of pedagogical science and methods of teaching foreign languages in the context of primary school education. It enriches the theoretical basis for the use of game forms of learning, highlighting their role in stimulating the development of speaking skills in primary schoolchildren.
- Keywords:
- game, gamification, speaking, gaming methods, gaming technologies
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Working with Gifted Children in a Modern Educational Institution
Book Chapter
Pedagogy and Psychology of Modern Education- Authors:
- Viktoriia E. Kuznetsova, Marina E. Ivanova, Elena N. Starkova
- Work direction:
- Глава 12
- Abstract:
- The material of the presented chapter reveals issues related to the creation of conditions for successful work with gifted children, including the basis of modeling, highlights methods for enhancing creativity, modern approaches to the elaboration of special development programs for teaching gifted children, and also describes pedagogical technologies for working with gifted children, among which is the innovative SRH-technology developed at the Department of Pedagogy and Modern Educational Technologies of the Moscow Region State University. The data presented by the authors can influence the optimization of education for gifted children.
- Keywords:
- brainstorming, hackathon, networking, foresight session, conditions of working with gifted children, model of work with gifted children, morphological analyses, synectics, gamification of education, SRH-technology, AR-methods
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Advanced Technology in Distance Education
Proceeding
Psychologically Safe Educational Environment: Design Problems and Development Prospects- Authors:
- Svetlana N. Popova, Anna B. Zhdanova, Irina S. Antonova
- Work direction:
- Psychological security in the digital environment of an educational institution
- Abstract:
- Modern tendencies in Russian education and the shift of accents towards distance education need detailed analysis of the new technological solutions. The analysis of relevant technologies of the distant education with the use of classical approach, gamification of the educational process and automatized educational platforms is undertaken in the article. The possibilities and the limits of the development of modern educational technologies are examined.
- Keywords:
- educational technologies, gamification, VR/AR technology