THE USE OF GAMIFICATION IN THE EDUCATIONAL PROCESS OF HIGHER EDUCATION INSTITUTIONS
Abstract and keywords
Abstract (English):
This article examines the use of gamification in the educational process of higher education institutions, as well as its impact on student motivation and the quality of learning. Gamification, as an innovative approach, integrates game elements into curricula, contributing to the creation of a more interactive and engaging learning environment. The study analyzes various gamification tools, such as points, leaderboards, achievements, and virtual rewards, which help increase student engagement and stimulate active participation in learning. Special attention is given to the positive impact of gamification on the development of critical thinking, creativity, and teamwork. The article also presents the results of empirical research confirming the effectiveness of gamification methods in higher education. The necessity for further exploration and implementation of gamification approaches is emphasized, which will enable the creation of more modern and effective educational practices that meet the demands of the times and the interests of students

Keywords:
gamification; education; higher education institutions; motivation; interactivity; achievements; innovative technologies
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References

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