2025, no. 4
DIGITALIZATION OF EDUCATION

Gamification as a tool for motivating students with low academic engagement

Ilya V. Afanasyev

DOI 10.20339/am.04-25.062pp. 62–69UDC 37.09+378-042.4:004.980 RUB

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Abstract

The study explores the application of gamification to enhance academic motivation among university students with limited proficiency in Russian. Drawing on examples from Russian universities it demonstrates how the integration of educational quests, AR technologies, and game mechanics (e.g., badges, levels) fosters engagement and improves academic performance among future specialists. Findings reveal that 72% of participants enhanced their Russian language skills and increased their average grade in core subjects by 15% through interactive tasks with visual cues. However, nearly one-third of surveyed students prioritized earning game points over deep material comprehension, and some encountered technical challenges when using AR applications. To mitigate these drawbacks, recommendations are proposed, including designing multi-level tasks that combine game elements with analytical work; adapting interfaces to student needs (e.g., voice prompts, simplified navigation); collaborating with IT specialists to develop customizable quest templates. The study confirms that gamification can be an effective educational tool, but its success depends on a balanced approach that aligns pedagogical objectives with the unique characteristics of target groups.

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