Please use this identifier to cite or link to this item: https://dspace.ncfu.ru/handle/123456789/32569
Full metadata record
DC FieldValueLanguage
dc.contributor.authorLapina, M. A.-
dc.contributor.authorЛапина, М. А.-
dc.contributor.authorBagautdinova, A. R.-
dc.contributor.authorБагаутдинова, А. Р.-
dc.contributor.authorPodruchnji, N. V.-
dc.contributor.authorПодручный, Н. В.-
dc.date.accessioned2026-01-23T10:17:04Z-
dc.date.available2026-01-23T10:17:04Z-
dc.date.issued2025-
dc.identifier.citationLapina, M., Bagautdinova, A. R., Podrushnyi, N., Prakasha, G. S. Identification of Features in the Application of Gamification in Teaching Children of Different Ages // The Role of Smart Education in a Complex World. - 2025. - pp. 15 - 28. - DOI: 10.4018/979-8-3373-7912-8.ch002ru
dc.identifier.urihttps://dspace.ncfu.ru/handle/123456789/32569-
dc.description.abstractThe article analyzes the use of digital educational games in school education, starting with the classification and detailed examination of various types of games. The advantages and disadvantages of their application in the educational process are explored, which helps identify the potential and limitations of this approach. To ensure the practical significance of the research, specific recommendations are provided for the development of educational games, considering the age characteristics of primary, middle, and high school students, obtained through Poisson distribution and equations for measuring motivation. Problems faced by educators in implementing educational games are discussed, ranging from methodological unpreparedness to challenges in integrating games into existing curricula. Possible solutions to these issues are also discussed, and strategies and recommendations are proposed for the broader and more effective use of educational games in school practices.ru
dc.language.isoenru
dc.publisherIGI Globalru
dc.relation.ispartofseriesThe Role of Smart Education in a Complex World-
dc.subjectCurricularu
dc.subjectPoisson equationru
dc.subjectDifferent agesru
dc.subjectEducational gameru
dc.subjectMiddle school studentsru
dc.subjectSchool educationru
dc.titleIdentification of Features in the Application of Gamification in Teaching Children of Different Agesru
dc.typeСтатьяru
vkr.instФакультет математики и компьютерных наук имени профессора Н.И. Червяковаru
Appears in Collections:Статьи, проиндексированные в SCOPUS, WOS

Files in This Item:
File SizeFormat 
scopusresults 3869.pdf
  Restricted Access
128.6 kBAdobe PDFView/Open


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.