This article discusses the expediency and efficiency of implementing gamification in education. This study is a meta-analysis of the modern experience of gamification application obtained from numerous international studies, practical cases, and reports of educational entities. The influence of gamification technologies on cognition and learning processes was proved by hardware neurobiological research of students’ brain activity during a game using electroencephalography, functional magnetic resonance tomography, and functional near-infrared spectroscopy. On the basis of an analysis of gamification effects regarding efficiency improvement due to perceptive learning, the conclusions were obtained used in a generalized list of opportunities, problems, and threats of application of gamification elements in education. This study systematizes practical results presented by corporate cases and reference literature, which mention the necessity to use specialized online platforms or automated control systems for systematic implementation of gamification into education. The practical cases in the context of education considered the results of gamification application mainly as positive; however, at the same time, negative results were mentioned, which should be analyzed and which also should be included in the list of threats in this study.
This article examines the feasibility and effectiveness of introducing gamification technologies into the educational process, which is the use of game mechanisms, principles and tools to solve real non-game problems and problems in various areas of public life. The conducted research is a meta-analysis of the current experience of gamification application, obtained from numerous international scientific studies, practical cases and reports of companies. The collected data show an important practical understanding of the application of gamification in the processes of planning and implementing projects, staff education and motivation, customer attraction and retention through loyalty programs. The influence of gamification technologies on the processes of cognition and learning is proved thanks to hardware studies of the brain activity of students during the game exercises using electroencephalography, functional magnetic resonance imaging (fMRI) and functional near-infrared spectroscopy (fNIRS). As a result of the study of the effects of gamification in terms of improving productivity through perceptual learning, conclusions were made that formed the basis for a generalized list of opportunities for using gamification elements in companies. The study systematized the practical results presented by case studies of companies and educational literature, which considered the results of the application of gamification as mostly positive.
Project management is an important part of all business processes, as the future of the enterprise depends on the success of the implementation of project activities. The article discusses the main methods of project management used in production organizations: Agile, Kanban, Waterfall and Scrum. The following general scientific research methods were used: analysis, generalization, classification, description. The purpose of the article is to popularize the application of the project approach in the manufacturing sector of the economy by systematizing the main methods of project management for their further use by companies. Examples of the methods application in Russian production organizations – JSC “Litmashdetal” and the publishing house “MIF” are presented. The main digital project management tools used in production and companies are demonstrated, with the help of which the effective implementation of the project approach is possible. Such an approach can be implemented in production if the principles of the method used are observed in the process of its realization in the company.
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