RU

Keyword: «геймификация»

The article examines the phenomenon of gamification as a modern tool for improving the effectiveness of the educational process. The relevance of introducing game mechanics into education in the context of the digital transformation of education and reducing student motivation is substantiated. The theoretical foundations of gamification are revealed: the definition of the concept is given, the differences from game learning are outlined, and the underlying psychological and pedagogical theories (self-determination, flow, and operational conditioning) are analyzed.
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The article examines the main approaches to understanding SMART education and clarifies its meaning in relation to creative specialties using architectural school as an example. The paper shows the difference between SMART education, digitalization of learning, e-learning, and media education. The author proposes an interpretation of SMART education as an adaptively organized, pedagogically rethought, and technologically enriched system of project-based, research-based, and studio learning that connects the student, the teacher, the professional community, and intelligent tools within a unified physical and digital environment. The structure of SMART education in architectural school is substantiated as including both core pedagogical and environmental components and modern extensions such as artificial intelligence, hybrid formats, gamification, VR/AR technologies, BIM modeling, and professionally oriented digital communication.
The development of cognitive interest in primary school students is considered a significant problem in the field of modern pedagogy. This article examines the use of gamification as a pedagogical tool for developing cognitive interest in primary school students in English language lessons. The most important elements of gamification and the digital educational platforms WordWall and LearningApps, which were used during the experimental work, are described. It was found that the regular use of game elements in foreign language lessons promotes an increase in the level of cognitive interest among students. Gamification can be recommended by primary school teachers as an effective tool for enlivening educational activities.