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Title

Digital Technologies for Introducing Gamification into the Education System in the Context of the Development of Industry 4.0.

Authors

Zhukova, Oksana; Mandragelia, Volodymyr; Alieksieienko, Tetiana; Semenenko, Anzhelika; Skibina, Elena

Abstract

The main purpose of the article is to model the stages of using digital technologies for introducing gamification into the education system. In recent years, gamification has been constantly on the list of trends in Industry 4.0. It is being researched by specialists in academic and corporate training, as well as by individual educational institutions. Therefore, we believe that we should take a closer look at this technology. The methodology implies the use of information-graphic modelling methods. Based on the results of the analysis, a multi-stage model of the use of digital technologies for the introduction of the gamification system into the educational process for a specific socio-economic system was formed. The study has limitations and they relate to the use of one educational institution and do not take into account all the digital technologies that can be applied in accordance with the research topic. Further research requires the question of analyzing the complexity of the gamification implementation system in modern conditions and determining what negative consequences it can bring to the socio-economic system.

Subjects

INDUSTRY 4.0; GAMIFICATION; EDUCATIONAL technology

Publication

Ingénierie des Systèmes d'Information, 2023, Vol 28, Issue 1, p141

ISSN

1633-1311

Publication type

Academic Journal

DOI

10.18280/isi.280114

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