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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">guuvest</journal-id><journal-title-group><journal-title xml:lang="ru">Вестник университета</journal-title><trans-title-group xml:lang="en"><trans-title>Vestnik Universiteta</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">1816-4277</issn><issn pub-type="epub">2686-8415</issn><publisher><publisher-name>State University of Management</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.26425/1816-4277-2025-7-200-212</article-id><article-id custom-type="elpub" pub-id-type="custom">guuvest-6340</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>СОЦИАЛЬНЫЕ ТЕХНОЛОГИИ И ПРОЦЕССЫ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>SOCIAL TECHNOLOGIES AND PROCESSES</subject></subj-group></article-categories><title-group><article-title>Мотивационные факторы геймификации в образовательном процессе при формировании профессиональных компетенций студентов</article-title><trans-title-group xml:lang="en"><trans-title>Motivation factors of gamification in edicational process for development of students’ professional competencies</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-9381-2475</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Довжик</surname><given-names>Г. В.</given-names></name><name name-style="western" xml:lang="en"><surname>Dovzhik</surname><given-names>G. V.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Довжик Галина Владимировна - Канд. психол. наук, доц. каф. рекламы и связей с общественностью</p><p>Москва </p></bio><bio xml:lang="en"><p>Galina V. Dovzhik - Cand. Sci. (Psy.), Assoc. Prof. at the Advertising and Public Relations Department </p><p> Moscow </p></bio><email xlink:type="simple">gv_dovzhik@guu.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/0009-0005-7618-5026</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Сытникова</surname><given-names>М. О.</given-names></name><name name-style="western" xml:lang="en"><surname>Sytnikova</surname><given-names>M. O.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Сытникова Милена Олеговна -Младший коммуникационный стратег</p><p>Москва</p></bio><bio xml:lang="en"><p>Milena O. Sytnikova - Junior Communication Strategist </p><p>Moscow</p></bio><email xlink:type="simple">milasytnikova@gmail.com</email><xref ref-type="aff" rid="aff-2"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Государственный университет управления</institution><country>Россия</country></aff><aff xml:lang="en"><institution>State University of Management</institution><country>Russian Federation</country></aff></aff-alternatives><aff-alternatives id="aff-2"><aff xml:lang="ru"><institution>BBDO Moscow</institution><country>Россия</country></aff><aff xml:lang="en"><institution>BBDO Moscow</institution><country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2025</year></pub-date><pub-date pub-type="epub"><day>08</day><month>09</month><year>2025</year></pub-date><volume>1</volume><issue>7</issue><fpage>200</fpage><lpage>212</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Довжик Г.В., Сытникова М.О., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Довжик Г.В., Сытникова М.О.</copyright-holder><copyright-holder xml:lang="en">Dovzhik G.V., Sytnikova M.O.</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://vestnik.guu.ru/jour/article/view/6340">https://vestnik.guu.ru/jour/article/view/6340</self-uri><abstract><p>В работе рассматривается вопрос о геймификации в образовании, ее мотивационных факторах и необходимости трансформации традиционных методик обучения посредством внедрения в учебный процесс элементов деловой игры с целью эффективного формирования профессиональных компетенций у студентов. В этой связи актуальным является вопрос о выявлении факторов, мотивирующих студентов получить практический опыт непосредственно во время обучения и значительно повысить собственную конкурентоспособность на рынке труда. Проблемной зоной для нас стало отсутствие знаний о мотивационных факторах геймификации на фоне широкого внедрения данного инструмента в учебный процесс. Целью данного исследования является выявление мотивирующих факторов геймификации в образовании для более эффективного формирования профессиональных компетенций. Таким образом, высшее профессиональное образование, основанное на компетентностном подходе, является востребованным у обучающихся, а образовательным учреждениям требуются переосмысление традиционных подходов к обучению и активное интегрирование в данный процесс элементов геймификации для того, чтобы соответствовать быстро меняющемуся рынку труда. В рамках данной работы осуществлен анализ понятия геймификации и выявлены мотивационные факторы к обучению и формированию профессиональных и общепрофессиональных компетенций в процессе проведения имитационных игр. Использованы такие инструменты мотивации, как сюжетная составляющая, таблица лидеров и уровни через оценку имитационной среды экспертами.</p></abstract><trans-abstract xml:lang="en"><p>The article discusses the issue of gamification in education, its motivational factors, and need to transform traditional teaching methods through introduction of elements of business game into educational process to effectively form professional competencies among students. In this regard, it is relevant to identify the factors that motivate students to gain practical experience directly during their studies and significantly increase their own competitiveness in labour market. The problem for us was lack of knowledge about the motivational factors of gamification against the background of widespread introduction of this tool into educational process. The purpose of this study is to identify the motivating factors of gamification into education for more effective formation of professional competencies. Thus, higher professional education based on a competence approach is in demand among students, and educational institutions need to rethink traditional approaches to learning and actively integrate gamification elements into the process to meet the rapidly changing labour market. Within the framework of this article, the concept of gamification is analysed, and the motivational factors for learning and formation of professional and general professional competencies in the process of conducting simulation games are identified. We have used such motivation tools as plot component, leaderboard, and levels through assessment of simulation environment by experts.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>Геймификация в образовании</kwd><kwd>эффективность инструментов геймификации</kwd><kwd>игровые механики</kwd><kwd>имитационные игры</kwd><kwd>мотивация в образовательном процессе</kwd><kwd>профессиональные компетенции</kwd><kwd>мотивационные факторы геймификации</kwd></kwd-group><kwd-group xml:lang="en"><kwd>Gamification in education</kwd><kwd>effectiveness of gamification tools</kwd><kwd>game mechanics</kwd><kwd>simulation games</kwd><kwd>motivation in educational process</kwd><kwd>professional competencies</kwd><kwd>motivational factors of gamification</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">Варенина Л.П. Геймификация в образовании. 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