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In the context of modern trends, where computer technology is becoming an integral part of everyday life, education in computer science plays a key role in the development of key competences for lifelong learning.The growing need for highly skilled professionals in this field emphasises the importance of research aimed at increasing student motivation.The article discusses the concept of gamification in the context of higher education, focusing on popular educational platforms such as Kahoot!, Quizlet, Duolingo and Memrise.The author analyses the key elements of gamification presented on these platforms, such as leaderboards, badges, ratings, etc., and considers their impact on the motivation and cognitive interest of users in the learning process.The main part of the article analyses the diversity of gamification used by learning platforms and highlights key aspects such as individualised learning, scoring systems, leaderboards, and social interaction.The author also highlights the effectiveness of gamification in education, noting that this approach can not only motivate students but also engage them in the learning process.Additionally, the article examines the concept of gamification in a broader context, drawing attention to the innovative nature of this approach and its significance in the educational paradigm.By analysing different approaches to the definition of gamification in different fields of research, the article reveals general trends and benefits of using gamification in the educational process.This helps to establish a clear context and definition for further understanding of the role of gamification in higher education.The author emphasises that gamification can influence the quality of foreign languages training by providing students with a stimulating and individualised environment for learning foreign languages successfully.All the conclusions presented in the article indicate that gamification in education is not limited to individual elements, but is a holistic system that improves the learning process by creating an effective environment for engaging students and achieving their learning goals.
Inna Makhovych (Fri,) studied this question.