The World of Science, Culture and EducationISSN 1991-5497 · ISSN 1991-5500

No. 3 (106), 2024 · 19–21 · DOI: 10.24412/1991-5497-2024-3106-19-21

GAMIFICATION AS A TOOL TO INCREASE STUDENTS’ MOTIVATION

Anufrieva Yu.V.

Abstract

The article discusses a concept of gamification in the education system of schoolchildren, students and personnel management as a mechanism to increase motivation of the educational and labor process. The objectives of the research are to consider gamification as a way to motivate the education of schoolchildren, students and staff, to study methods of its implementation in the educational process, as well as in professional situations. The paper examines the opinions of experts on the importance of implementing gamification in the practice of education and business, representing various companies, including Russian Railways. Gamification can be used: in training, in sales, in the process of adapting new employees in the company (onboarding), in personnel selection (recruitment), in communication between employees, in the formation of corporate culture and values at different stages of training in the school–university–enterprise system, etc. The paper draws a connection between the implementation of gamification components and the process of forming value orientations.

Keywords: gamification, effectiveness of educational process, company efficiency, motivation of staff, motivation of students, involvement in work, advanced business practices, modern technologies in education, pedagogical conditions

Full text in Russian.

How to cite

Anufrieva Yu.V. GAMIFICATION AS A TOOL TO INCREASE STUDENTS’ MOTIVATION. The World of Science, Culture and Education. 2024. No. 3 (106). 19–21. DOI: 10.24412/1991-5497-2024-3106-19-21