UDC 378
DOI: https://doi.org/10.59694/ped_sciences.2026.22.151
THE NEED TO USE GAMIFICATION IN THE EDUCATIONAL ENVIRONMENT OF HIGHER SCHOOLS
UDC 378
DOI: https://doi.org/10.59694/ped_sciences.2026.22.151
THE NEED TO USE GAMIFICATION IN THE EDUCATIONAL ENVIRONMENT OF HIGHER SCHOOLS
OROS Ildiko Imrievna
Doctor of Philosophy, associate professor, president of the Ferenc Rakoti II Transcarpathian Hungarian University.
ORCID іD: https://orcid.org/0000-0001-7300-9362
BIDA Olena Anatoliivna
Doctor Pedagogical Sciences, professor, head of the chair of pedagogy, psychology, elementary, preschool education and management of educational institutions, Ferenc Rakoczi II Transcarpathian Hungarian University.
ORCID іD: https://orcid.org/0009-0007-4121-9665
HUTTERER Eva Voytehivna
primary education coordinator, senior teacher of the department of pedagogy, psychology, elementary, preschool education and management of educational institutions, Ferenc Rakoczi II Transcarpathian Hungarian University.
ORCID іD: https://orcid.org/0000-0002-1876-045X
Abstract:
The introduction of digital technologies is one of the most relevant areas of innovative changes in the educational sphere, which allows to increase the involvement of students in the modern educational process, stimulate them to develop professional and general competencies and active work, and gamification is becoming increasingly popular among such tools.
The main task in Ukraine, regarding the development of higher education, is to create conditions for the professional development of future specialists. Against the background of the widespread use of computer games and the constant development of the Internet, there has been a need to create attractive new educational practices, in particular, gamification, which is an innovative form of professional training of students and education in general, with significant potential for expanding and supplementing the possibilities of traditional education.
Modern students of higher education institutions live in a special interactive and gaming space, so gamification is used to create a cozy and familiar environment for them, which helps to increase the effectiveness of learning with the correct organization of the educational process. Gamification is classified as a technology that involves the use of processes associated with the use of game technology in teaching. Gamification is one of the trends of modern higher education, is an innovative tool aimed at modernizing learning, a modern system of its organization. It should not replace traditional teaching methods, but be used as one of the learning tools. Because it is in the process of teaching students in higher education institutions that the gamification process allows you to shift the emphasis to interactive learning and expand the capabilities of traditional higher education.
Professionalism is an indicator of the professional development of each student. In this process, gamification becomes a necessary educational practice, offering new forms of professional training and education.
For active use of the gamified education system, it is necessary to take into account how students of modern higher education institutions react to such an innovation, because the use of computer games in the educational process of higher education institutions contributes to the development of personality, skills, communication skills and improves the professional development of each student.
The mechanisms and basic principles that create the foundation for the systematic implementation of gamification in the educational process of the university space are listed.
Keywords: gamification, educational environment of higher education, interactive game space, development of higher education, professional development of future specialists, interactive learning.
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