Alma Mater
ISSN 1026-955X
Vestnik Vysshey Shkoly (Higher School Herald)
The best way to learn all about Higher Education

=

Gamification as a tool for motivating students with low academic engagement

I.V. Afanasyev
80,00 ₽
UDC 37.09+378-042.4:004.9
 

Ilya V. Afanasyev, Candidate of Legal Sciences, Docent, Associate Professor at the Department of Legal Regulation of Economic Activity, Faculty of Law Financial University under the Government of Russian Federation, Moscow, e-mail: ivafv7@gmail.com

 

The study explores the application of gamification to enhance academic motivation among university students with limited proficiency in Russian. Drawing on examples from Russian universities it demonstrates how the integration of educational quests, AR technologies, and game mechanics (e.g., badges, levels) fosters engagement and improves academic performance among future specialists. Findings reveal that 72% of participants enhanced their Russian language skills and increased their average grade in core subjects by 15% through interactive tasks with visual cues. However, nearly one-third of surveyed students prioritized earning game points over deep material comprehension, and some encountered technical challenges when using AR applications. To mitigate these drawbacks, recommendations are proposed, including designing multi-level tasks that combine game elements with analytical work; adapting interfaces to student needs (e.g., voice prompts, simplified navigation); collaborating with IT specialists to develop customizable quest templates. The study confirms that gamification can be an effective educational tool, but its success depends on a balanced approach that aligns pedagogical objectives with the unique characteristics of target groups.

Keywords: gamification, educational quests, motivation tools, low-engagement students, AR technologies

 

  •  
  1. Deterding, S., Dixon, D., Khaled, R., Nacke, L. Gamification: Toward a Definition. CHI 2011. Vancouver, 2021. Pp. 12–15.
  2. McGonigal, J. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. N. Y.: Penguin Press, 2021. 400 p.
  3. Kapp, K.M. The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. San Francisco: Pfeiffer, 2012. 336 p.
  4. Hamari, J., Koivisto, J., Sarsa, H. Does Gamification Work? A Literature Review of Empirical Studies on Gamification. 47th Hawaii International Conference on System Sciences. Hawaii, 2019. Pp. 3025–3034. DOI: 10.1109/HICSS.2014.377.
  5. Chou, Y.-K. Actionable Gamification: Beyond Points, Badges, and Leaderboards. Fremont: Octalysis Media, 2023. 356 p.
  6. Sailer, M., Hense, J.U., Mayr, S.K., Mandl, H. How Gamification Motivates: An Experimental Study of the Effects of Specific Game Design Elements on Psychological Need Satisfaction. Computers in Human Behavior. 2023. Vol. 69. Pp. 371–380. DOI: 10.1016/j.chb.2016.12.033.
  7. Bogost, I. Gamification is Bullshit. The Atlantic. 2021. URL: https://www.theatlantic.com/technology/archive/2011/08/gamification-is-bullshit/243338/.

8.       Volkova, T.G., Talanova, I.O. Gamification in education: problems and trends. Yaroslavl Pedagogical Vestnik. 2022. No. 5 (128). Pp. 26–33. DOI: 10.20323/1813-145X-2022-5-128-26-33. EDN HGGYTN.

9.       Gnatic, E.N. Gamification as a growing trend in higher education: prospects and problems. Voprosy philosophii. 2023. No. 6. Pp. 116–123. DOI: 10.21146/0042-8744-2023-6-116-123. EDN ZKXDJF.

10.     Tolstova, P.V. Gamification: immersiveness and inclusion as performative tools of communication. International Journal of Cultural Studies. 2023. No. 2 (51). P. 88–98. DOI: 10.52173/2079-1100_2023_2_88. EDN STDVZZ

11.     Plusnin, L.V., Petrova, G.I. Methodological platform of the game as an educational technology: the serious role of the “non-serious” reality of the game. Vestnik of Moscow University. Series 7: Philosophy. 2023. No. 1. Pp. 50–65. DOI: 10.55959/MSU0201-7385-7-2023-1-50-65. EDN SNPVEL.

12. Belyaev, D.A., Belyaeva, U.P. Digital Game Based Learning methodology in institutional-academic study of history: theory and practice of learning modality of video game cybertexts. Perspectives of Science and Education. 2023. No. 5 (65). P. 686–703. DOI: 10.32744/pse.2023.5.40. EDN KFPDSR.

13.     Kravets, A.G.; Matokhina, A.V.; Plotnikov, I.N.; Salnikova, N.A. New approach to personalization of scenarios for a single-player 3D game in Soulslike style. Software Engineering. 2024. Vol. 15. No. 7. Pp. 372–384. DOI: 10.17587/prin.15.372-384. EDN QGWATD.

14.     Almazova, I.G., Kondakova, I.V., Chislova, S.N. Novation meanings of education: the game as a navigator of personality development. Perspectives of Science and Education. 2023. No. 4 (64). Pp. 455–472. DOI: 10.32744/pse.2023.4.28. EDN KAUTFR

15.     Soboleva, E.V., Bykova, S.S., Suvorova, T.N., Masharova, T.V. Study of the possibilities of gamification services for the development of emotional intelligence of a teacher. Prospects of Science and Education. 2023. No. 5 (65). Pp. 646–662. DOI: 10.32744/pse.2023.5.38. EDN UQYGMQ.

16.     Krezhevskikh, O.V., Mikhaylova, A.I. Digital gamification and knowledge consolidation: revealing changes in the psychoemotional state of university students taking into account cognitive load. Perspectives of Science and Education. 2024. No. 2 (68). Pp. 535–550. DOI: 10.32744/pse.2024.2.32. EDN KATULY.

17.     Mathematical statistics: textbook for universities / V.B. Goryainov, I.V. Pavlov, G.M. Tsvetkova, O.I. Teskin. 3rd edition, revised. Moscow: Bauman Moscow State Technical University Press, 2008. 424 p. EDN VYNPDD.