Professional and pedagogical training of future students of higher education with elements of gamification



Palabras clave:

pre-university training, gamification, game-based learning.


In particular, in order to comprehensively provide applicants with the necessary didactic and developmental materials, to create a functional educational space, it is advisable to use gamification as a promising method to improve the educational process. This paper reviews research publications reflecting the degree of effectiveness and functional possibilities of game mechanics application in the educational environment. It has been established that the application of game mechanics has a particularly effective effect on career guidance processes. The augmented reality technology contributes to the learning material assimilation, and the game learning environment allows future students to realize their creative potential.

Biografía del autor/a

Olena Samodumska , Сlassic private university, Zaporozhye, Ukraine.

Doctor of Pedagogical Sciences, Professor Department of Education and Management of an Educational institution Сlassic private university, Zaporozhye, Ukraine.

Tamara Pushkarova , Institute of Modernization of the Content of Education, Ukraine.

Doctor of Pedagogical Sciences, professor, member of the Board of Directors. NAPN, Head of Department of Project Activities Institute of Modernization of the Content of Education, Ukraine.

Oleksandr Hrytsenko , LLC "Rostok A.V.T.", Sumy, Ukraine.

Director LLC "Rostok A.V.T.", Sumy, Ukraine.

Maryna Zahorulko , National Academy of Educational Sciences of Ukraine, Ukraine.

Candidate of Pedagogical Sciences, Researcher Department of International Relations and Scientific Cooperation Institute of Pedagogy of the National Academy of Educational Sciences of Ukraine, Ukraine.

Iryna Pshenychna , Kyiv National University of Technologies and Design Kyiv, Ukraine.

Candidate of Pedagogical Sciences, Associate Professor Department of Philology and Translation, Institute of Law and Modern Technologies Kyiv National University of Technologies and Design Kyiv, Ukraine.


Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital game-based learning and serious games in education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139-144. DOI:

Daniel, S. J. (2020). Education and the COVID-19 pandemic. Prospects, 49(1), 91-96. DOI:

Denden, M., Tlili, A., Essalmi, F., Jemni, M., Chen, N. S., & Burgos, D. (2021). Effects of gender and personality differences on students’ perception of game design elements in educational gamification. International Journal of Human-Computer Studies, 154, 102674. DOI:

Guerreiro-Santalla, S., Bellas, F., & Duro, R. J. (2020). Artificial intelligence in pre-university education: what and how to teach. Multidisciplinary Digital Publishing Institute Proceedings, 54(1), 48. DOI:

Järvis, M., Tambovceva, T., Virovere, A. (2021). Scientific innovations and advanced technologies in higher education. Futurity Education, 1(1). 13-22. DOI:

Kalogiannakis, M., Papadakis, S., & Zourmpakis, A. I. (2021). Gamification in science education. A systematic review of the literature. Education Sciences, 11(1), 22. DOI:

Kim, S., Song, K., Lockee, B., & Burton, J. (2018). What is gamification in learning and education? In Gamification in learning and education (pp. 25-38). Springer, Cham. DOI:

Kostruba, N. (2018). Comparison Socio-Psychological Characteristics of Professional Development of Students of Different Specialties (Spiritual and Secular Universities). Psychological Prospects Journal, 31 (Jul. 2018), 153–170. DOI:

Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. In Proceedings of the 2nd international GamiFIN conference, GamiFIN 2018, 2. URL:

Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability, 13(4), 2247.

Monroy García, F. A., Llamas-Salguero, F., Fernández-Sánchez, M. R., & Carrión del Campo, J. L. (2020). Digital technologies at the pre-university and university levels. Sustainability, 12(24), 10426. DOI:

Pérez-Calderón, E., Prieto-Ballester, J. M., & Miguel-Barrado, V. (2021). Analysis of digital competence for Spanish teachers at pre-university educational key stages during COVID-19. International Journal of Environmental Research and Public Health, 18(15), 8093.

Prokopenko, O. (2021). Technological challenges of our time in the digitalization of the education of the future. Futurity Education, 1(2), 4–13.

Putz, L. M., Hofbauer, F., & Treiblmaier, H. (2020). Can gamification help to improve education? Findings from a longitudinal study. Computers in Human Behavior, 110, 106392. DOI:

Riestra-González, M., del Puerto Paule-Ruíz, M., & Ortin, F. (2021). Massive LMS log data analysis for the early prediction of course-agnostic student performance. Computers & Education, 163, 104108. DOI:

Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022). Gamification applications in E-learning: A literature review. Technology, Knowledge and Learning, 27(1), 139-159. DOI:

Teräs, M., Suoranta, J., Teräs, H., & Curcher, M. (2020). Post-Covid-19 education and education technology ‘solutionism’: A seller’s market. Postdigital Science and Education, 2(3), 863-878. DOI:

Toda, A. M., Klock, A. C., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., ... & Cristea, A. I. (2019). Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learning Environments, 6(1), 1-14. DOI:

Toma, F., Diaconu, D. C., & Popescu, C. M. (2021). The use of the kahoot! learning platform as a type of formative assessment in the context of pre-university education during the covid-19 pandemic period. Education Sciences, 11(10), 649. DOI:

Tsekhmister, Y. V., Kotyk, T. M., Matviienko, Y. S., Rudenko, Y. A., & Ilchuk, V. V. (2021). La efectividad de la tecnología de realidad aumentada en la educación STEAM. Apuntes Universitarios, 12(1), 250–267. DOI:



Cómo citar

Samodumska , O. ., Pushkarova , T. ., Hrytsenko , O. ., Zahorulko , M. ., & Pshenychna , I. . (2022). Professional and pedagogical training of future students of higher education with elements of gamification. Revista Eduweb, 16(4), 52–64.