Gamification as a Social Technology for Managing Rrofessional Competencies in the System of Higher Education

Автор: Trunova E.A.

Журнал: Теория и практика общественного развития @teoria-practica

Рубрика: Социология

Статья в выпуске: 6, 2025 года.

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The article presents an analysis of approaches to studying gamification as a social technology for managing professional competencies (economic, pedagogical, managerial approaches). The aim of the study was the formation of the author’s approach to determining the factors that determine the use of gamification in the professional competence management system, as well as identifying the effectiveness and prospects of gamifica-tion in the higher education system. To achieve this goal, the following tasks were addressed: the possibilities of gamification in increasing the level of mastery of professional competencies were assessed, the degree of demand for gamification for the formation of professional competencies was analyzed, the degree and forms of influence of modern digital technologies on the educational process were studied, the risks of introducing gamification into the education system were analyzed. General scientific methods of cognition such as analysis and synthesis, induction and deduction, and the method of comparison were employed. A comprehensive approach to studying the problem was applied. A series of semi-formalized focused in-depth interviews with experts from four fields (employers, de-velopers, teachers, and methodologists) were conducted. The result of the analysis of expert assessments of the difficulties and threats of using gamification in the educational process has become a risk matrix.

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Gamification, educational process, professional competencies, social management technologies

Короткий адрес: https://sciup.org/149148444

IDR: 149148444   |   DOI: 10.24158/tipor.2025.6.7

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