Abstract
The article discusses the main aspects of using gamification in education as a pedagogical technology to increase motivation and self-realization of students (students and cadets of educational institutions of higher education). Gamification today can be represented as a fairly new pedagogical technology, the active growth of which is associated with the development of the Internet and online education in general. The main stages of the preparation of educational projects within the gamification technology are highlighted. The main directions of gamification implementation in educational practice are revealed (using the example of educational institutions of higher education of the Federal Penitentiary Service of Russia). It is emphasized that gamification is a flexible tool for motivating and increasing student engagement in order to achieve high learning outcomes. Gamification turns learning into an exciting game, making it more attractive and accessible to various age categories of students (students, cadets, trainees for advanced training and professional retraining). Educational practice shows that the use of gaming technologies and gamification increases the social activity of students and cadets, increases their learning interest and motivation, allows them to determine the area of immediate professional and personal development of students, significantly complements classical learning, specifies individual and group goals in teaching subjects of educational activity, in a broad sense – forms relevant professional competencies. significant for future professional activity.
Published Version
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