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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">infojournal</journal-id><journal-title-group><journal-title xml:lang="ru">Информатика и образование</journal-title><trans-title-group xml:lang="en"><trans-title>Informatics and education</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">0234-0453</issn><issn pub-type="epub">2658-7769</issn><publisher><publisher-name>Publishing House Education and Informatics</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.32517/0234-0453-2022-37-3-28-34</article-id><article-id custom-type="elpub" pub-id-type="custom">infojournal-833</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>ПЕДАГОГИЧЕСКИЙ ОПЫТ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>PEDAGOGICAL EXPERIENCE</subject></subj-group></article-categories><title-group><article-title>Геймификация цифрового обучения: актуальные проблемы</article-title><trans-title-group xml:lang="en"><trans-title>Gamification of digital learning: Actual problems</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-4818-8060</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Болтышев</surname><given-names>М. Г.</given-names></name><name name-style="western" xml:lang="en"><surname>Boltyshev</surname><given-names>M. G.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Болтышев Михаил Григорьевич, аспирант; руководитель направления цифрового обучения</p><p>г. Москва</p><p> </p></bio><bio xml:lang="en"><p>Mikhail G. Boltyshev, a postgraduate student; Head of Digital Learning</p><p>Moscow</p></bio><email xlink:type="simple">mboltyshev@hse.ru</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru">Национальный исследовательский университет «Высшая школа экономики»; Компания «Сбербанк»<country>Россия</country></aff><aff xml:lang="en">National Research University Higher School of Economics; Sberbank Company<country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2022</year></pub-date><pub-date pub-type="epub"><day>22</day><month>08</month><year>2022</year></pub-date><volume>37</volume><issue>3</issue><fpage>28</fpage><lpage>34</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Болтышев М.Г., 2022</copyright-statement><copyright-year>2022</copyright-year><copyright-holder xml:lang="ru">Болтышев М.Г.</copyright-holder><copyright-holder xml:lang="en">Boltyshev M.G.</copyright-holder><license license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://info.infojournal.ru/jour/article/view/833">https://info.infojournal.ru/jour/article/view/833</self-uri><abstract><p>Одним из приоритетных направлений современного образования является использование различных методов улучшения качества обучающих мероприятий, способов вовлечения и мотивации обучающихся. Среди таких методов выделим вовлечение в процесс обучения через игровые механики — геймификацию. Преимуществами данного подхода являются вовлечение в процесс обучения, а также активизация познавательной деятельности. Обучающиеся совместно с приобретением нового опыта и формированием различных навыков также приобретают игровой опыт, который приносит им удовольствие. Но использование данного метода влечет за собой ряд существенных трудностей, с которыми сталкиваются педагоги и методологи в области обучения. Геймификация является основным механизмом вовлечения учеников в учебный процесс в цифровой среде, и от грамотного использования данного метода зависит отношение ученика к процессу обучения. Важнейшим навыком для современного педагога становится умение грамотно проектировать геймифицированные системы, при этом важны теоретический обзор литературы, существующих практик по применению геймификации в образовательных целях, обсуждение различных моделей построения обучающих систем с элементами геймификации, выявление противоречий и актуальных направлений для углубленного изучения вопроса геймификации в цифровом обучении.</p></abstract><trans-abstract xml:lang="en"><p>One of the priorities of modern education is methods of improving the quality of training activities, ways to involve and motivate students. Among these methods, we highlight the involvement in the learning process through game mechanics — gamification. The advantages of this approach are involvement in the learning process, as well as the activation of cognitive activity. Students, along with the acquisition of new experiences and the formation of various skills, also acquire a game experience that brings them pleasure. But the use of this method entails a number of significant difficulties faced by teachers and methodologists. Gamification is the main mechanism for involving students in the educational process in the digital environment, and the student’s attitude to the learning process depends on the competent use of this method. The most important skill for a modern teacher is the ability to competently design gamified systems. At the same time, a theoretical review of the literature, existing practices on the use of gamification for educational purposes, a discussion of various models for constructing learning systems with elements of gamification, and the identification of contradictions and current directions for advanced study of the issue of gamification in digital learning are important.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>геймификация</kwd><kwd>игрофикация</kwd><kwd>образование</kwd><kwd>цифровое обучение</kwd><kwd>геймифицированные системы</kwd></kwd-group><kwd-group xml:lang="en"><kwd>gamification</kwd><kwd>education</kwd><kwd>digital learning</kwd><kwd>gamified systems</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Эльконин Д. Б. Психология игры. М.: Владос; 1977. 360 c.</mixed-citation><mixed-citation xml:lang="en">Elkonin D. B. Psychology of the game. 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