Gamification as a component of the digital educational environment

dc.contributor.authorБобро, Наталія Сергіївна
dc.contributor.authorBobro, Natalia
dc.date.accessioned2025-10-09T08:33:52Z
dc.date.available2025-10-09T08:33:52Z
dc.date.issued2025-01-10
dc.description.abstractThe article examines the reform of the higher education model in the context of digitalization and modern social development. The key aspects of the educational sphere transformation, such as the introduction of a digital educational environment and its evolution into a digital university format, are identified. Particular attention is paid to the use of digital technologies, including artificial intelligence, blockchain, and cloud computing, to optimize the learning process. The cognitive characteristics of modern students, which lead to a change in approaches to the organization of education, are analyzed. Special emphasis is placed on the introduction of gamification as a tool to increase learning motivation. The structure of gamification, its elements, and its impact on the formation of a link between theoretical knowledge and practical skills are considered. Examples of the implementation of gamified programs, in particular through mobile applications and learning management systems (LMS), are provided. The advantages and challenges associated with the introduction of gamification in the educational process are identified. The conclusion about the expediency of systematic implementation of gamification to improve the efficiency and innovation of higher education is made.
dc.identifier.citationBobro, N. (2025). Gamification as a component of the digital educational environment. In Grundlagen der modernen wissenschaftlichen Forschung: der Sammlungwissenschaftlicher Arbeiten«ΛΌГOΣ» zu den Materialien der VII internationalen wissenschaftlich-praktischen Konferenz, Zürich, 13. Dezember, 2024 (pp. 310–316). Zürich-Vinnytsia: BOLESWA Publishers& UKRLOGOS Group LLC. https://doi.org/10.36074/logos-13.12.2024.067
dc.identifier.isbn978-617-8312-11-4
dc.identifier.isbn978-2-8315-3467-1
dc.identifier.urihttps://doi.org/10.36074/logos-13.12.2024.067
dc.identifier.urihttps://dspace.e-u.edu.ua/handle/123456789/1286
dc.language.isoen
dc.publisherGrundlagen der modernen wissenschaftlichen Forschung:der Sammlungwissenschaftlicher Arbeiten«ΛΌГOΣ»zu den Materialien der VII internationalen wissenschaftlich-praktischen Konferenz
dc.relation.ispartofseries12; 21
dc.titleGamification as a component of the digital educational environment
dc.typeThesis

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