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Svetlana Alentikova

City: Ryazan
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Articles

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The relevance of the study is determined by the contradiction between the widespread implementation of digital gamification in universities and the lack of empirically substantiated models that differentiate its effects and minimize the risks of replacing educational goals with entertainment. The aim of the article is to develop and test a universal model of balanced pedagogical design based on the theoretically substantiated 80/20 ratio and differentiating gamification tools by types of pedagogical impact. The methodological basis was a quasi-experiment with a mixed design, conducted in parallel at a technical and a humanitarian university (n = 112). The total sample size allows for comparative analysis but requires caution in making broad generalizations and necessitated the use of non-parametric statistical methods. Data were collected using psychodiagnostic methods (A.V. Karpov's reflexivity questionnaire, the author's original learning motivation scale), expert assessments, content analysis of educational products, and analytics of digital platforms (Quizizz, Mentimeter, AhaSlides, DiaСlass, MTS Link). The main research results include: 1) developed typology of digital gamification tools based on the "depth of engagement" criterion; 2) an empirically substantiated "80/20" ratio model, where 80% of instructional time is allocated to meaningful activities with deep immersion tools (traditional lecture, project-based work, immersive case studies, practical work), and 20% to operational game activation mechanics (quizzes, interactive surveys, "brainstorming sessions"); 3) identified positive dynamics in the development of cognitive engagement and reflexivity of students in both academic samples (technical and humanitarian universities). The theoretical significance lies in integrating the principles of pedagogical design, motivation psychology and cognitive load theory into a single model operationalized through a specific normative ratio. The practical value consists in proving the contextual stability of the model for different institutional and academic environments of higher education, which is confirmed by statistically significant increases in key indicators (p < 0.05) and positive evaluation of the model by students. The obtained results prove the universal character of the model as a meta-methodology for integrating gamification into the educational process.