UDC 37
DOI: 10.36871/u.i.k.2025.07.01.013

Authors

Aishat A. Idigova,
Kheda L. Manzhieva,
Grozny State Petroleum Technical University named after Academician M. D. Millionshchikov

Abstract

The purpose of this study is to comprehensively analyze the opportunities and risks of gamification application as a tool for increasing students’ learning motivation and engagement in the educational process. The objectives included: defining the essence and key mechanics of gamification in an educational context; identifying its positive effects on cognitive, affective and behavioral aspects of student learning; identifying and systematizing potential risks and limitations associated with the implementation of gamification technologies, such as superficial learning, decreased intrinsic motivation and fair assessment problems. The findings indicate the significant potential of gamification to enhance learning activities and generate sustained interest in the subject, but emphasize the need for careful pedagogical design and consideration of possible negative consequences. The scientific novelty consists in a comprehensive consideration of the dialectics of advantages and disadvantages of gamification, and the practical significance lies in the formulation of recommendations for teachers and developers of educational programs to create balanced and effective gamified learning environments.

Keywords

gamification, education, student motivation, engagement, game technologies, pedagogical design, educational risks, learning process