Keyword: «gaming technologies»
ART 261025
This article presents an overview of gamification practices in Russia and abroad. Play is a vital component of human development and its competent application is of great importance for the actors in the educational process. The authors' goal was to examine relevant Russian and international practices, rethink gaming technologies in the context of education, and develop alternative models for future practical application. The research methodology utilizes a theoretical analysis of the works of Katrin Becker and Emily Ann Naul's studies of games in education. Multiple domestic approaches were examined, including D.B. Elkonin's psychological analysis of games, which summarized various concepts of understanding play, their significance for student development, and explored the "seriousness" of game in V. Stern's concept. The authors' approach to analyzing the recursion of the game and the real world is a key methodology, necessitated by the specific nature of research into the potential of gaming technologies and the modeling of alternatives, allowing for the discovery of meaningful content for the everyday life of players. Data from a sociological survey of students majoring in pedagogical fields in the Republic of Bashkortostan (Bashkortostan State Pedagogical University named after M. Akmulla, Ufa) on the involvement in gaming activities was used to identify the type of gaming motivation. The following results were obtained: current models of gamification in foreign and domestic practice were examined; non-classical models for applying games for the education and development of adolescents and young adults in the "university-school" system were developed; a model for applying gaming technologies within the framework of the activities of a humanitarian quantorium was proposed. Theoretical significance of the study: a new concept is proposed for application in the realities of domestic educational spaces as an alternative to well-known gamification strategies, primarily in the didactics of pedagogical quantoriums specializing in various competences. The developed model for applying gaming technologies in humanitarian quantoriums can be used to develop various competences among young people and adolescents. Practical significance of the study: specific recommendations and models for the implementation of gaming methods in the educational process to increase student motivation and learning effectiveness.
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Lev А. Semyshkin