| Abstract [eng] |
The modern educational process increasingly faces challenges related to students’ attendance, engagement, and lack of motivation. Traditional teaching methods do not always meet the needs of contemporary students, who are used to interactive, easily accessible and visually engaging content. For this reason, it is important to search for solutions that encourage more active participation, help maintain attention, and increase learning motivation. One such approach is gamification, which applies game elements such as points, badges, leaderboards, challenges, and progress tracking in learning activities. The aim of this project is to create and apply a gamification-based solution designed to increase learners’ active participation in the learning process. The object of the work is the impact of gamification strategies on students attendance, engagement, motivation, and learning outcomes. The project analyses the problem of active participation in the learning process, examines gamification strategies and their application possibilities in education, conducts questionnaire-based study, designs and develops a gamified virtual learning environment, and evaluates the created solution in practice. As a result of the project, a gamified information system called “EduVerse” was developed for students, teachers, and administrators. In the system, students can participate in courses, view learning materials, complete quizzes and practical assignments, collect experience points, earn badges, take part in challenges, and track their position on the leaderboard. Teachers can create courses, learning materials and assignments, manage gamification elements, and monitor overall progress. Administrators can manage users, system settings, and the operation of the platform. The developed solution was tested in practice through a three-stage study. First stage a pre-experiment survey, second stage was experimental use of the system, and third stage was a post-experiment survey. The study involved 13 students. During the experiment, students used the “EduVerse” system, completed learning tasks, participated in activities, and interacted with gamification elements. The results showed that the system had a positive impact on students’ motivation, engagement, and learning experience. The points system and leaderboard had the strongest influence on students, while open-ended responses revealed that learning with the system became more interesting and less monotonous. The result of the project shows that a gamification-based solution can positively influence students active participation, engagement, and motivation in the learning process. The developed “EduVerse” system demonstrated its potential to be applied in learning environments as a tool for encouraging student activity, learning consistency, and a more positive attitude toward learning activities. |