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Boosting Motivation Through Process Gamification: Evidence from Higher Education
P. 45–57.
Boosting motivation is a challenging task on the way of additional productivity, especially considering new generations Y and Z. In this paper we combine set of methods from process management, pedagogics and psychology to develop an interactive gamification process and test it for generations Y and Z currently studying in the leading Russian university. The efficiency of approach is demonstrated on several models and authors suggest ways how to implement them.
In book
Vol. 1011: 8th International Workshop on Learning Technology for Education Challenges, LTEC 2019; Zamora; Spain. , Springer, 2019.
Реан А. А., Шевченко А. О., Российский девиантологический журнал 2022 Т. 2 № 3 С. 288–298
Introduction. The importance of this research subject reflects the fact that deviant behavior has a strong risk factor for social deprivation. The expansion of prevention methods with new means can improve the qualitative efficiency of practical work. A key part of psychological work is also the creation of methods for identifying and responding to bullying ...
Added: October 2, 2025
Реан А. А., Шевченко А. О., Ставцев А. А., Педагогика 2022 Т. 86 № 10 С. 17–27
Based on the data obtained by Russian and foreign psychologists, the effectiveness of ap- plying digital gamification to learning is analyzed. The aim of implementation is to form an additional motivational component of learning. This paper also examines the use of virtual reality systems as an effective springboard for gamification. This paper analyzes the connection ...
Added: October 2, 2025
Ruslan Suleymanov, Lebedev D., International Journal of Social Research Methodology 2025 Vol. 28 No. 2 P. 241–255
Decreasing web survey participation rates lead to higher importance of ways to increase respondents’ motivation to participate and gamification is seen as one of possible ways to do so. However, there is no clear understanding on how it affects respondents’ cognitive load. This study investigates whether gamification reduces cognitive load among 18–25-year-old survey respondents. A ...
Added: August 28, 2025
Tarasova K., Gracheva D., Avdeeva S. et al., Вопросы образования 2025 № 4 С. 136–168
Проведено исследование с целью изучения взаимосвязи отношения подростков к использованию игровых механик в образовательном процессе с их учебной мотивацией и метапредметными образовательными результатами, включая критическое мышление, креативность, коммуникацию, кооперацию (4К) и цифровую грамотность. В исследовании приняли участие 312 подростков в возрасте 13–15 лет из 10 регионов России, обучающихся в центрах цифрового образования IT-куб. Для оценки ...
Added: April 11, 2025
Gorshkov G., Buivolova O., Gavrilova E. et al., NeuroRehabilitation 2025 Vol. 56 No. 2 P. 113–131
Background
Nowadays, developers offer mobile applications for aphasia treatment. Although their overall effectiveness and acceptance by the target audience was proved, it has not been established what aspects of technology-based aphasia rehabilitation facilitate these improvements and translate into generalization.
Objective
The objectives were to analyze what technology- and treatment-related factors, including treatment dose, intensity and duration, affect treatment ...
Added: January 15, 2025
Mironova O. I., Руонала Л. А., Педагогика и психология образования 2024 № 1 С. 104–122
The article presents the results of a theoretical study of organizational and content aspects of developing a training program for specialists in helping professions to support the adaptation of women married to foreigners. The relevance of this program is associated with the growing number of interethnic marriages and the lack of research that allows specialists ...
Added: December 2, 2024
Калайда С. А., Tarasova J., В кн.: Формирование страховой культуры: финансовое просвещение и ответственный бизнес : Сборник трудов XXV Междунар. науч.-практ. Конф. (г. Москва, 4 июня 2024 г.).: М.: Прометей, 2024. С. 347–354.
The article presents the results of an analysis of the study of insurance disciplines among undergraduate students in leading Russian universities and examines possible ways to increase student motivation ...
Added: June 6, 2024
Osipov D., Astrakhan: [б.и.], 2023.
Представляет собой рекомендации при изучении базовых основ игрофикации образовательного процесса: элементов игрофикации и механизмов их внедрения в учебный процесс; базовых техник по созданию сбалансированной игры. В пособии отражены тематика и содержание курса, ключевые понятия, рекомендуемая литература, приведены примеры игр.
Предназначено для магистрантов направления подготовки 44.04.01. Педагогическое образование. Направленность (профиль) «Теория и практика преподавания иностранных языков».
Публикация осуществляется ...
Added: March 19, 2024
Boltyshev M., В кн.: ХXI Международная научно-практическая конференция молодых исследователей образования. Науки об образовании в меняющемся мире: перспективы исследований для решения глобальных и локальных проблем : тезисы конференции.: М.: ФГБОУ ВО МГППУ, 2022. Гл. 6 С. 858–862.
In this paper, gamification is considered as one of the priorities of modern education aimed at improving the quality of learning and motivation of students. Involving students through game mechanics allows them to activate their cognitive activity and brings pleasure. However, the use of gamification in education is accompanied by certain difficulties. Competent design of ...
Added: May 16, 2023
A. N. Varnavsky, K. A. Karmanova, Kurochkin R. A. et al., , in: Advances in Automation IV Proceedings of the International Russian Automation Conference, RusAutoCon2022, September 4-10, 2022, Sochi, Russia.: Cham: Springer, 2023. Ch. 81 P. 325–334.
Currently, information technologies are mainly used in higher education. At the same time, there are problems in the process of teaching secondary school students. Therefore, it is necessary to offer technologies that would increase the effectiveness of the learning process. Given the popularity of the Minecraft game and the development of the use of the ...
Added: March 6, 2023
Kraynova P., Громов Е. А., Исследователь/Researcher 2022 Т. 37-38 № 1-2 С. 170–177
The article illustrates utilization capacity of gamification in the educational process to increase student engagement by the example of problems faced by physics teachers in schools. Age characteristics that should be considered when working with high school students are stated. The methodology of the unique board game is presented. Also, the article describes the course ...
Added: December 19, 2022
Birzer S., Bogomolova E., Bondarenko M. et al., Routledge, 2023.
The volume is devoted to various fields and backgrounds of Russian language instruction related to games and gamification including theory-heavy explorations, research, and submissions that focus on teaching practice. ...
Added: December 9, 2022
Громов Е. А., Исследователь/Researcher 2022 № 1-2 (37-38) С. 170–177
The article illustrates utilization capacity of gamification in the educational process to increase student engagement by the example of problems faced by physics teachers in schools. Age characteristics that should be considered when working with high school students are stated. The methodology of the unique board game is presented. Also, the article describes the course ...
Added: November 6, 2022
М. Г. Болтышев, Мир психологии. Научно-методический журнал 2022 № 2(109) С. 46–54
This article is devoted to the study of approaches to the definition of gamification and
attempts to identify the difference with related areas of application of gaming approaches in the
educational space. The analysis considered publications on the topic of gamification and related
areas, such as: gaming practice, serious games, didactic games, business games, educational
games, simulators, game training. ...
Added: August 5, 2022
Boltyshev M., Информатика и образование 2022 Т. 37 № 3 С. 28–34
One of the priorities of modern education is methods of improving the quality of training activities, ways to involve and motivate students. Among these methods, we highlight the involvement in the learning process through game mechanics — gamification. The advantages of this approach are involvement in the learning process, as well as the activation of ...
Added: August 5, 2022
Aksiotis V., Ossadtchi A., , in: 2021 Third International Conference Neurotechnologies and Neurointerfaces (CNN).: IEEE, 2021. P. 5–7.
The use of Neurofeedback (NFB) as a therapeutic tool remains controversial. Its efficacy is subject to many factors including subject’s motivation, content of the instruction, restingstate amplitude before the training and subject’s ability to concentrate on the task. Here we introduce a novel proactive neurofeedback paradigm and explore its use for training to increase parietal ...
Added: December 9, 2021
Matkin N., Хацклевич А. Н., Вектор экономики 2020 № 5
In Russia, the share of the population existing in social networks is growing. Business and marketing. The article makes available the influence of social networks on modern marketing and analyzes a new way to promote online communities - gamification. Based on the SDT theory, an interpretation of gamification in marketing is given. The authors analyze ...
Added: November 7, 2021
Uvarov Valeriy Igorevich V., Вестник РГГУ. Серия: Психология. Педагогика. Образование 2019 № 3 С. 107–115
Abstract: The article attempts to consider a new approach to the use of the game method in teaching a foreign language. New technology is called a global game. A parallel is drawn up with the existing technology of gamification, as well as its fundamental differences from the concept of the global game.
The author draws attention ...
Added: November 1, 2021
Vetushinskiy A., Социология власти 2020 № 3 С. 14–31
The article proposes a new approach to understanding gamification. Its feature lies in taking into account the criticism expressed against gamification to date. The article examines in detail the history of gamification, it is shown that at its first stage (before 2015) approaches oriented towards extrinsic motivation prevailed, while at the second stage (after 2015) approaches oriented towards ...
Added: August 21, 2021
Veryaeva K., Solovyeva O., International Journal of Distance Education Technologies 2021 Vol. 1 No. 19 P. 1–17
Gamification becomes an important and widely used instrument in online learning, and it affects users' experience. However, recent research on the interaction between a user and technology, in the online learning platform, tends to study gamification separately. This paper aims to overcome the research gap, exploring the relationships between user engagement, platform affordances, and gamification ...
Added: January 25, 2021
Nim E., Вестник Московского университета. Серия 10: Журналистика 2020 № 5 С. 29–53
The article examines digital self-tracking (the practices of surveying one’s body, behavior and thinking by means of mobile applications and wearable devices) as a case of deep mediatization. The study of this phenomenon is relevant not only due to the increasing popularity of self-tracking technologies, but also due to a broader tendency of metrization and ...
Added: November 13, 2020