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Identification of Features in the Application of Gamification in Teaching Children of Different Ages

Identification of Features in the Application of Gamification in Teaching Children of Different Ages
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Author(s): Maria Lapina (North Caucasian Federal University, Russia), Alina Raisovna Bagautdinova (North Caucasus Federal University, Russia), Nazar Podrushnyi (North Caucasian Federal University, Russia)and G. S. Prakasha (School of Education, Bangalore, India)
Copyright: 2026
Pages: 14
Source title: The Role of Smart Education in a Complex World
Source Author(s)/Editor(s): G. S. Prakasha (Christ University, India), Maria Lapina (North-Caucasus Federal University, Russia), Francisco David Guillén Gámez (University of Málaga, Spain)and Juan J. Leiva-Olivencia (University of Málaga, Spain)
DOI: 10.4018/979-8-3373-7912-8.ch002

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Abstract

The article analyzes the use of digital educational games in school education, starting with the classification and detailed examination of various types of games. The advantages and disadvantages of their application in the educational process are explored, which helps identify the potential and limitations of this approach. To ensure the practical significance of the research, specific recommendations are provided for the development of educational games, considering the age characteristics of primary, middle, and high school students, obtained through Poisson distribution and equations for measuring motivation. Problems faced by educators in implementing educational games are discussed, ranging from methodological unpreparedness to challenges in integrating games into existing curricula. Possible solutions to these issues are also discussed, and strategies and recommendations are proposed for the broader and more effective use of educational games in school practices.

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