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dc.contributor.authorMaksymova I. O.-
dc.date.accessioned2025-06-16T22:03:59Z-
dc.date.available2025-06-16T22:03:59Z-
dc.date.issued2025-
dc.identifier.citationMaksymova I. The Impact of Gamification on the Motivation and Academic Performance of the Higher Education Students / I.O. Maksymova //Вісник науки та освіти (Серія «Філологія», Серія «Педагогіка», Серія «Соціологія», Серія «Культура і мистецтво», Серія «Історія та археологія») : журнал. – Київ, 2025. - № 5 (35). - С. 956-977.uk_UA
dc.identifier.urihttps://repository.hneu.edu.ua/handle/123456789/36733-
dc.description.abstractThe abstract is dedicated to the analysis and implementation of gamification as a modern pedagogical technology in the content of educational process. Gamification is defined as the use of game elements and game design techniques in non-game contexts to increase motivation, activity and involvement of users in solving educational tasks. The study emphasises that the effective use of gamification is based on the analysis of user behavior and psychological principles of motivation and on the creation of favourable conditions for engaging students. According to the research, the integration of gamification into the educational process helps to increase motivation, generate interest in learning, and develop practical skills. Theoretical and empirical methods, such as analysis, generalisation, comparison, survey, testing are used in the study. The theoretical significance of the study is to substantiate the feasibility of using gamification to motivate students of higher education and improve their academic performance. The practical significance of the results obtained is to systematise the theoretical material on the topic and develop methodological recommendations for the effective use of gamification in higher school. The paper consistently examines the theoretical and practical aspects of learning, systematises the key elements of gamification, highlights the organisational and pedagogical conditions for the introduction of gamification, substantiates the stages of gamification of the educational process, and provides recommendations for the introduction of gamification in the classroom. The results of the study confirm that the use of gamification methods contributes to the modernisation of the educational process, focused on the needs of modern students, creating a positive emotional atmosphere and ensuring a deeper learning experience.uk_UA
dc.language.isoenuk_UA
dc.subjectacademic performanceuk_UA
dc.subjecteducational processuk_UA
dc.subjectgamificationuk_UA
dc.subjectHigher Education Institutionuk_UA
dc.subjectmotivationuk_UA
dc.titleThe Impact of Gamification on the Motivation and Academic Performance of the Higher Education Studentsuk_UA
dc.typeArticleuk_UA
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