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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">edscience</journal-id><journal-title-group><journal-title xml:lang="ru">Образование и наука</journal-title><trans-title-group xml:lang="en"><trans-title>The Education and science journal</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">1994-5639</issn><issn pub-type="epub">2310-5828</issn><publisher><publisher-name>RSVPU</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.17853/1994-5639-2023-1-15-49</article-id><article-id custom-type="elpub" pub-id-type="custom">edscience-3007</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>ПРОБЛЕМЫ МЕТОДОЛОГИИ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>METHODOLOGY PROBLEMS</subject></subj-group></article-categories><title-group><article-title>Ресурсы геймификации в образовании: теоретический подход</article-title><trans-title-group xml:lang="en"><trans-title>Gamification resources in education: A theoretical approach</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-3531-2747</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Асташова</surname><given-names>Н. А.</given-names></name><name name-style="western" xml:lang="en"><surname>Astashova</surname><given-names>N. A.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Асташова Надежда Александровна – доктор педагогических наук, профессор, заведующая кафедрой педагогики</p><p>Брянск</p></bio><bio xml:lang="en"><p>Nadejda A. Astashova – Dr. Sci. (Education), Professor, Head of the Department of Pedagogics</p><p>Bryansk</p></bio><email xlink:type="simple">nadezda.astashova@yandex.ru</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-5098-9222</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Бондырева</surname><given-names>С. К.</given-names></name><name name-style="western" xml:lang="en"><surname>Bondyreva</surname><given-names>S. K.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Бондырева Светлана Константиновна – доктор психологических наук, профессор, академик РАО, ректор</p><p>Москва</p></bio><bio xml:lang="en"><p>Svetlana K. Bondyreva – Dr. Sci. (Psychology), Professor, Academician of the Russian Academy of Education, Rector</p><p>Moscow</p></bio><email xlink:type="simple">mpsu@mpsu.ru</email><xref ref-type="aff" rid="aff-2"/></contrib><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-7834-5429</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Попова</surname><given-names>О. С.</given-names></name><name name-style="western" xml:lang="en"><surname>Popova</surname><given-names>O. S.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Попова Оксана Сергеевна – доктор психологических наук, профессор, проректор по научно-методической работе</p><p>Минск</p></bio><bio xml:lang="en"><p>Oksana S. Popova – Dr. Sci. (Psychology), Professor, Vice-Rector for Scientific and Methodological Work</p><p>Minsk</p></bio><email xlink:type="simple">popova1962621@mail.ru</email><xref ref-type="aff" rid="aff-3"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Брянский государственный университет им. академика И. Г. Петровского</institution></aff><aff xml:lang="en"><institution>Bryansk State University named after I. G. Petrovsky</institution></aff></aff-alternatives><aff-alternatives id="aff-2"><aff xml:lang="ru"><institution>Московский психолого-социальный университет</institution></aff><aff xml:lang="en"><institution>Moscow Psychological and Social University</institution></aff></aff-alternatives><aff-alternatives id="aff-3"><aff xml:lang="ru"><institution>Республиканский институт профессионального образования</institution></aff><aff xml:lang="en"><institution>Republican Institute for Vocational Education</institution></aff></aff-alternatives><pub-date pub-type="collection"><year>2023</year></pub-date><pub-date pub-type="epub"><day>16</day><month>01</month><year>2023</year></pub-date><volume>25</volume><issue>1</issue><fpage>15</fpage><lpage>49</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Асташова Н.А., Бондырева С.К., Попова О.С., 2023</copyright-statement><copyright-year>2023</copyright-year><copyright-holder xml:lang="ru">Асташова Н.А., Бондырева С.К., Попова О.С.</copyright-holder><copyright-holder xml:lang="en">Astashova N.A., Bondyreva S.K., Popova O.S.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://www.edscience.ru/jour/article/view/3007">https://www.edscience.ru/jour/article/view/3007</self-uri><abstract><sec><title>Введение</title><p>Введение. Современная система образования за последние годы подверглась серьезным изменениям – пересматривается содержательное наполнение образовательных программ, активно внедряется электронное, смешанное, мобильное обучение; усиливается практическая деятельность будущих специалистов. Использование компьютерных сетей, веб-приложений, интерактивных сервисов делает образование более доступным, стимулирующим познавательные интересы студентов, повышающим мотивацию к образованию. Одним из наиболее значимых инновационных трендов современного образования является геймификация, которая чаще всего рассматривается как система, использующая компоненты компьютерных игр в неигровых ситуациях.</p><p>Целью настоящей работы является анализ концептуальных основ геймификации в обучении, определение системы инструментов, способных представить уникальные возможности геймификации, особенности ее перспективного использования для превращения в инновационный опыт развития высшего профессионального образования.</p><p>Методология, методы и методики исследования. Исследование проблемы геймификации предусматривает анализ педагогической и психологической литературы зарубежных и отечественных авторов; систематизацию и обобщение педагогических концепций, практико-ориентированных материалов, фактов.</p><p>Методология геймификации включает системный, личностно-ориентированный, деятельностный подходы. Выполнена попытка определить компоненты системы геймификации и их роль в организации современного образования. Анализ ресурсов геймификации позволяет раскрыть подходы к повышению мотивации и вовлеченности студентов, и, кроме этого, выяснить пути включения элементов игрового дизайна (определение задач, обратная связь, уровни, творчество), компьютерных игр в образовательную среду.</p><p>На основе личностно-ориентированного подхода рассматривается влияние игровых технологий на развитие личности обучающихся. Деятельностный подход позволяет выявить основы организации и управления инициативностью субъектов образования, установить особенности использования образовательных технологий, практик и методических приемов. Деятельностный подход в контексте геймификации детерминирует активную, постоянно усложняющуюся деятельность как источник личностного развития обучающихся.</p></sec><sec><title>Результаты</title><p>Результаты. В процессе исследования были сформулированы теоретические основы использования геймификации в современном высшем образовании, определены инструменты перспективного включения практик игровой деятельности в систему подготовки кадров, выявлены механизмы внутренней и внешней мотивации студентов, регулирования поведения будущих специалистов при использовании элементов игры.</p></sec><sec><title>Научная новизна</title><p>Научная новизна. Концепция геймификации образования является частью концепции игры и отражает современные тенденции развития образования на основе стратегии и тактики игровой деятельности, особым образом структурированной с учетом ресурсов игровых принципов, механик, методов и приемов. Геймифицированное обучение может стать ведущим в процессе подготовки специалистов при использовании инновационных практик, стимулирования мотивации, регулирования поведения, реализации идей дружеской конкуренции и творческого сотрудничества в различных образовательных контекстах.</p></sec><sec><title>Практическая значимость</title><p>Практическая значимость. В условиях определения перспективных основ развития современного высшего образования предложены идеи оригинального технологического сопровождения подготовки кадров. Реализация практических мер по развитию вовлечённости обучающихся в образовательный процесс, регулированию мотивации, поведения и практической деятельности студентов, эмоциональной самореализации, системы отношений будет способствовать повышению качества обучения в высшей школе. Важным результатом исследования стал вывод о целесообразном сочетании традиционного и инновационного вариантов проведения учебных занятий со студентами, включение в образовательный процесс разнообразных игровых практик.</p></sec></abstract><trans-abstract xml:lang="en"><sec><title>Introduction</title><p>Introduction. The modern education system has undergone serious changes in recent years – the content of educational programmes is being revised; electronic, mixed, mobile learning is being actively introduced; the practical activities of future specialists are being strengthened. The use of computer networks, web applications, and interactive services makes education more accessible, stimulating the cognitive interests of students, increasing motivation for education. One of the most significant innovative trends in modern education is gamification, which is most often considered as a system that uses components of computer games in non-gaming situations.</p></sec><sec><title> </title><p> </p></sec><sec><title>Aim</title><p>Aim. The current research aims to analyse the conceptual foundations of gamification in education, to determine a system of tools that can present unique opportunities for gamification, features of its promising use for turning into an innovative experience in the development of higher professional education.</p></sec><sec><title> </title><p> </p><p>Methodology and research methods. The study of the problem of gamification involves the analysis of pedagogical and psychological literature of foreign and Russian authors; systematisation and generalisation of pedagogical concepts, practice-oriented materials, and facts.</p></sec><sec><title> </title><p> </p><p>The gamification methodology includes systematic, personality-oriented, activity-based approaches. An attempt is made to determine the components of the gamification system and their role in the organisation of modern education. The analysis of gamification resources makes it possible to identify approaches to increase motivation and involvement of students, and, in addition, to find out ways to include elements of game design (task definition, feedback, levels, creativity), computer games in the educational environment.</p></sec><sec><title> </title><p> </p><p>On the basis of a personality-oriented approach, the influence of gaming technologies on the development of student personality is considered. The activity approach makes it possible to identify the basics of the organisation and management of the activities of subjects of education, to establish the features of the use of educational technologies, practices and methodological techniques. The activity-based approach in the context of gamification determines an active, ever-increasing activity as a source of personal development of students.</p></sec><sec><title> </title><p> </p></sec><sec><title>Results</title><p>Results. In the course of the research, the theoretical foundations of the use of gamification in modern higher education were formulated; tools for the prospective inclusion of gaming practices in the training system were identified; mechanisms of internal and external motivation of students, regulation of the behaviour of future specialists when using game elements were identified. Scientific novelty. The concept of gamification of education is part of the concept of the game and reflects the current trends in the development of education based on the strategy and tactics of gaming activities, structured in a special way taking into account the resources of game principles, mechanics, methods and techniques. Gamified learning can become a leader in the process of training specialists using innovative practices, stimulating motivation, regulating behaviour, implementing ideas of friendly competition and creative cooperation in various educational contexts.</p></sec><sec><title> </title><p> </p></sec><sec><title>Practical significance</title><p>Practical significance. In the context of determining the promising foundations for the development of modern higher education, the ideas of original technological support for personnel training are proposed. The implementation of practical measures to develop the involvement of students in the educational process, the regulation of motivation, behaviour and practical activities of students, emotional self-realisation, and the system of relationships will contribute to improving the quality of education in higher education. An important result of the study was the conclusion about the expedient combination of traditional and innovative options for conducting training sessions with students, the inclusion of a variety of gaming practices in the educational process.</p></sec></trans-abstract><kwd-group xml:lang="ru"><kwd>игра</kwd><kwd>игровая деятельность</kwd><kwd>способы организации обучения будущих специалистов</kwd><kwd>геймификация</kwd><kwd>октализ</kwd><kwd>динамики</kwd><kwd>техники</kwd><kwd>игровые компоненты</kwd></kwd-group><kwd-group xml:lang="en"><kwd>game</kwd><kwd>game activity</kwd><kwd>ways of organising training of future specialists</kwd><kwd>gamification</kwd><kwd>octalysis</kwd><kwd>dynamics</kwd><kwd>techniques</kwd><kwd>game components</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Deterding S., Dixon D., Khaled R., Nacke L. Gamification: Toward a definition. 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