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Motivation factors of gamification in edicational process for development of students’ professional competencies

https://doi.org/10.26425/1816-4277-2025-7-200-212

Abstract

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.

About the Authors

G. V. Dovzhik
State University of Management
Russian Federation

Galina V. Dovzhik - Cand. Sci. (Psy.), Assoc. Prof. at the Advertising and Public Relations Department 

 Moscow 



M. O. Sytnikova
BBDO Moscow
Russian Federation

Milena O. Sytnikova - Junior Communication Strategist 

Moscow



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Review

For citations:


Dovzhik G.V., Sytnikova M.O. Motivation factors of gamification in edicational process for development of students’ professional competencies. Vestnik Universiteta. 2025;1(7):200-212. (In Russ.) https://doi.org/10.26425/1816-4277-2025-7-200-212

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ISSN 1816-4277 (Print)
ISSN 2686-8415 (Online)