Please use this identifier to cite or link to this item:
https://dspace.ncfu.ru/handle/123456789/29652Full metadata record
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | Lapina, M. A. | - |
| dc.contributor.author | Лапина, М. А. | - |
| dc.contributor.author | Bagautdinova, A. R. | - |
| dc.contributor.author | Багаутдинова, А. Р. | - |
| dc.date.accessioned | 2025-02-07T11:36:01Z | - |
| dc.date.available | 2025-02-07T11:36:01Z | - |
| dc.date.issued | 2025 | - |
| dc.identifier.citation | 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 | ru |
| dc.identifier.uri | https://dspace.ncfu.ru/handle/123456789/29652 | - |
| dc.description.abstract | 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. | ru |
| dc.language.iso | en | ru |
| dc.publisher | Springer Science and Business Media Deutschland GmbH | ru |
| dc.relation.ispartofseries | Lecture Notes in Networks and Systems | - |
| dc.subject | Augmented reality | ru |
| dc.subject | Training | ru |
| dc.subject | Education | ru |
| dc.subject | Educational games | ru |
| dc.subject | Engagement | ru |
| dc.subject | Game learning | ru |
| dc.subject | Virtual reality | ru |
| dc.subject | Sets of points | ru |
| dc.subject | Motivation | ru |
| dc.subject | Learning process | ru |
| dc.subject | Interactivity | ru |
| dc.subject | Gamification | ru |
| dc.subject | Game mechanics | ru |
| dc.subject | Game-based learning | ru |
| dc.title | Gamification and Game-Based Learning: A Systematic Review and Comparative Analysis | ru |
| dc.type | Статья | ru |
| vkr.inst | Факультет математики и компьютерных наук имени профессора Н.И. Червякова | ru |
| Appears in Collections: | Статьи, проиндексированные в SCOPUS, WOS | |
Files in This Item:
| File | Size | Format | |
|---|---|---|---|
| scopusresults 3455.pdf Restricted Access | 131.84 kB | Adobe PDF | View/Open |
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.