This article is devoted to the study of trends in the development of project management in Russia and substantiation of the importance and needs for its application at the level of public authorities in the form of priority national projects and programs aimed at ensuring the breakthrough scientific, technological and socio-economic growth. Projects have been considered from a perspective of a whole society and the state in Russian Federation. The conducted study provides the meta-analysis of contemporary statistical data from multiple international scientific research, strategic state documents and project reports. The data collected shows important practical insights into project management application as a way to solve the problems of economic and digital disparities in different regions within a country. In the framework of the conducted research some risks were identified and analyzed, and as a result, ways of solving potential and emerging problems are proposed. Keywords-national projects, project management, economic and digital disparities, tax burden, sources of funding, science cities, eco-industrial park.
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 studies the role of projects and programs in solving many problems of smart cities development in the era of global digitalization. The first part of the article presents the main socially oriented values and characteristics of smart cities, digital technologies that make cities "smart", as well as measures to implement them in the urban environment. The need to measure 17 key indicators to assess the performance of cities in terms of providing urban services and quality of life has been justified. The second part contains "international practice insight" on the main concepts of smart cities around the world (Rio de Janeiro, Jing-Jin-Ji, Berlin, Moscow, megacities of India and South Korea), each of which contains different concepts of development of these cities, successful partnership practices of: countries, governments and business, urban infrastructure and people living in megacities. The information collected is the key to solving the problems of inefficient management of modern cities development. Also, the article considers the technologies of management of smart cities, and suggestions which will allow solving the arisen difficulties have been given. Keywords: Smart city Á Infrastructure Á Development projects and programs Á Partnership Á Development JEL Code: R580 Á F630 Á P480
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