UDC 37.09
https://doi.org/10.20339/AM.06-20.045
E.S. Vylkova is Dr.Sci. (Economics), Prof. at Russian Academy of National Economy and Public Administration under the President of the RF, North-West Institute of management — branch, Professor of the Department of Economics е-mail: vylkova-es@ranepa.ru
Presented is the analysis of contemporary challenges and demands of rapidly changing companies, incl. requirements of potential employers put in front of Russian universities the implementation of these new and innovative methods that would allow to develop not only professional competencies, but also professional skills that are universal and important to diverse professionals and the mastery of which allows professionals on the one hand, to improve the efficiency of professional activity in the industry, and on the other, to create the possibility of inter-industry mobility while maintaining its demand. One of the ways to solve such problems is the active introduction of gamification not only in the educational process, but also in various types of extracurricular activities: research, project, etc. Purpose: to make proposals to improve the gamification of the educational process as a tool for the formation of competencies of university graduates. Research methodology analysis of the current state and identification of directions of development of gamification when using it in the educational process and extracurricular activities of students. As a result, the need for the development and implementation in the educational process of universities for various educational programs of fundamentally new approaches to determining the quality of the forms of gamification, setting goals of the gameplay and evaluating the results.
Key words: gamification, game, competence, educational process, teaching method, innovations.
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