Abstract

The use of gamification in elementary school is a modern approach aimed at improving learning and increasing students' interest in the learning process. This approach makes it possible to improve the effectiveness of education, involve students in active participation and develop various important skills. Due to the use of modern technologies and changing approaches to education, gamification has become a powerful tool for stimulating the learning process in elementary school. This article examines methodological aspects of using gamification in the educational process of elementary school students. Considering the growing interest in the use of game elements in education, special attention is paid to the analysis of various methods and approaches to the implementation of gamification in the educational process. Strategies for developing gamified lessons, selecting appropriate game elements and integrating them into the curriculum to achieve optimal results are considered. The importance of a methodical approach to the introduction of gamification into the educational process of elementary school is analyzed in order to optimize the quality of education and attract students to active participation in educational activities. Theoretical sources from the pedagogical and psychological fields, as well as practical research on the use of gamification in education, are considered. The online platforms Matific, Learning.ua, Math Learning service, Smart Kids project and «Child Development» were used for the analysis. These tools allow students to be actively involved in learning, adapt the material to their needs, overcome geographical barriers and ensure more effective learning. When choosing educational services, elementary school teachers should take into account the age and development of children, as well as the coherence of the curriculum and values to ensure successful learning and development of students. The main requirements for the implementation of methodological aspects of gamification of the educational process of elementary school include: 1) clear identification of optimal strategies and methods of gamification, as well as 2) development of recommendations for teachers regarding their practical application in the educational process. Teachers can use the findings to create interesting and effective lessons, which contribute to the active involvement of students in the learning process and improve their learning results. In general, we note that the popularity of games among students is explained not only by the very fact of their existence, but also by the satisfaction of the game process itself, the quick feedback and the satisfaction of solving tasks. This can significantly increase the effectiveness of learning and the involvement of students in gaining new knowledge.

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