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Seitkarim S., Akhmetbek D., Yeroleyeva A. – GAMIFICATION AS AN EFFECTIVE METHOD FOR CURRENT STUDENTS

GAMIFICATION AS AN EFFECTIVE METHOD FOR CURRENT STUDENTS

Seitkarim S.
Akhmetbek D.
Yeroleyeva A.
KazUIR&WL named after Ablai Khan
Almaty, Kazakhstan

Abstract
Gamification is a concept that uses certain mechanisms or techniques to increase people’s engagement and change their behavior and habits. Gamification is widely used in marketing, sales, personnel management and increasingly in education. The purpose of this work is to develop practical solutions for game educational processes. These solutions are based on the mechanisms used in online games and the results of empirical research in the field of motivation. The article analyzes the theories of motivation and motivational aspects of popular online games. The author suggests using gamification mechanisms in training, including financial schemes and a set of functions based on natural human desires, such as cooperation and competition. The article presents a theoretical analysis of gamification in the educational process and attempts to answer the question whether it is the only acceptable alternative to boredom and despondency in teaching students. The authors evaluate the possibilities of using gamification in higher education and diagnose the attitude of students to this form of education. The results obtained indicate a high level of acceptance of gamification programs among students and the need to develop this method of learning.

 

Keywords: gamification, gamification, student learning styles, financial programs, scores, points, levels, tasks, online games, internal motivation of students, game learning mechanisms, ratings, game design, group tasks, online tests, result tables, aesthetics of the game, game elements, game mechanics, game dynamics.