Пропуск в контексте

Gamification and Game-Based Learning: A Systematic Review and Comparative Analysis

In the modern world, characterized by the rapid development of technology and digitalization of almost all spheres of life, it is necessary to keep up with the times and gradually introduce information technology into our lives. This will allow us to remain competitive in a changing world, take adva...

Полное описание

Сохранить в:
Библиографические подробности
Главные авторы: Lapina, M. A., Лапина, М. А., Bagautdinova, A. R., Багаутдинова, А. Р.
Формат: Статья
Язык:English
Опубликовано: Springer Science and Business Media Deutschland GmbH 2025
Темы:
Online-ссылка:https://dspace.ncfu.ru/handle/123456789/29652
Метки: Добавить метку
Нет меток, Требуется 1-ая метка записи!
id ir-123456789-29652
record_format dspace
spelling ir-123456789-296522025-06-18T12:17:08Z Gamification and Game-Based Learning: A Systematic Review and Comparative Analysis Lapina, M. A. Лапина, М. А. Bagautdinova, A. R. Багаутдинова, А. Р. Augmented reality Training Education Educational games Engagement Game learning Virtual reality Sets of points Motivation Learning process Interactivity Gamification Game mechanics Game-based learning In the modern world, characterized by the rapid development of technology and digitalization of almost all spheres of life, it is necessary to keep up with the times and gradually introduce information technology into our lives. This will allow us to remain competitive in a changing world, take advantage of new opportunities and improve our quality of life. It is important to understand that information technology is not just a fashion trend, but a necessary tool for successful development and progress. The paper examines the very concept of gamification, the main methods of introducing gamification into education, highlights the advantages of learning with the addition of gamification, and also works on comparing learning with and without gamification elements. The introduction of game elements into the educational process helps to improve the perception of educational material, as well as increase the level of motivation of the students themselves. It is worth noting that the learning process with the addition of game elements helps to improve attention, develop logical thinking, as well as analyze various situations. Gamification can be viewed from several angles. For a teacher, this teaching method will help to capture the attention of children, which will help create a working atmosphere in the classroom. And for students, gamification is a great opportunity to explore really important topics in game mode. They will have an increased interest in learning, which will have a beneficial effect on their further academic performance and learning. 2025-02-07T11:36:01Z 2025-02-07T11:36:01Z 2025 Статья Lapina, M., Mary Anita, E.A., Bagautdinova, A., Pukhova, M. Gamification and Game-Based Learning: A Systematic Review and Comparative Analysis // Lecture Notes in Networks and Systems. - 2025. - 1222 LNNS. - pp. 522-528. - DOI: 10.1007/978-3-031-78776-8_53 https://dspace.ncfu.ru/handle/123456789/29652 en Lecture Notes in Networks and Systems application/pdf Springer Science and Business Media Deutschland GmbH
institution СКФУ
collection Репозиторий
language English
topic Augmented reality
Training
Education
Educational games
Engagement
Game learning
Virtual reality
Sets of points
Motivation
Learning process
Interactivity
Gamification
Game mechanics
Game-based learning
spellingShingle Augmented reality
Training
Education
Educational games
Engagement
Game learning
Virtual reality
Sets of points
Motivation
Learning process
Interactivity
Gamification
Game mechanics
Game-based learning
Lapina, M. A.
Лапина, М. А.
Bagautdinova, A. R.
Багаутдинова, А. Р.
Gamification and Game-Based Learning: A Systematic Review and Comparative Analysis
description In the modern world, characterized by the rapid development of technology and digitalization of almost all spheres of life, it is necessary to keep up with the times and gradually introduce information technology into our lives. This will allow us to remain competitive in a changing world, take advantage of new opportunities and improve our quality of life. It is important to understand that information technology is not just a fashion trend, but a necessary tool for successful development and progress. The paper examines the very concept of gamification, the main methods of introducing gamification into education, highlights the advantages of learning with the addition of gamification, and also works on comparing learning with and without gamification elements. The introduction of game elements into the educational process helps to improve the perception of educational material, as well as increase the level of motivation of the students themselves. It is worth noting that the learning process with the addition of game elements helps to improve attention, develop logical thinking, as well as analyze various situations. Gamification can be viewed from several angles. For a teacher, this teaching method will help to capture the attention of children, which will help create a working atmosphere in the classroom. And for students, gamification is a great opportunity to explore really important topics in game mode. They will have an increased interest in learning, which will have a beneficial effect on their further academic performance and learning.
format Статья
author Lapina, M. A.
Лапина, М. А.
Bagautdinova, A. R.
Багаутдинова, А. Р.
author_facet Lapina, M. A.
Лапина, М. А.
Bagautdinova, A. R.
Багаутдинова, А. Р.
author_sort Lapina, M. A.
title Gamification and Game-Based Learning: A Systematic Review and Comparative Analysis
title_short Gamification and Game-Based Learning: A Systematic Review and Comparative Analysis
title_full Gamification and Game-Based Learning: A Systematic Review and Comparative Analysis
title_fullStr Gamification and Game-Based Learning: A Systematic Review and Comparative Analysis
title_full_unstemmed Gamification and Game-Based Learning: A Systematic Review and Comparative Analysis
title_sort gamification and game-based learning: a systematic review and comparative analysis
publisher Springer Science and Business Media Deutschland GmbH
publishDate 2025
url https://dspace.ncfu.ru/handle/123456789/29652
work_keys_str_mv AT lapinama gamificationandgamebasedlearningasystematicreviewandcomparativeanalysis
AT lapinama gamificationandgamebasedlearningasystematicreviewandcomparativeanalysis
AT bagautdinovaar gamificationandgamebasedlearningasystematicreviewandcomparativeanalysis
AT bagautdinovaar gamificationandgamebasedlearningasystematicreviewandcomparativeanalysis
_version_ 1842245901303676928