title: ÐÐ¾Ð±Ð¸Ð»ÑÐ½Ð¾Ðµ Ð¿ÑÐ¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ðµ Ñ ÑÐ»ÐµÐ¼ÐµÐ½ÑÐ°Ð¼Ð¸ Ð³ÐµÐ¹Ð¼Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¸ Ð´Ð»Ñ Ð¸ÑÐ¿Ð¾Ð»ÑÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ð² Ð¾Ð±ÑÐ°Ð·Ð¾Ð²Ð°ÑÐµÐ»ÑÐ½Ð¾Ð¼ Ð¿ÑÐ¾ÑÐµÑÑÐµ Ð²ÑÐ·Ð°
title: Ð²ÑÐ¿ÑÑÐºÐ½Ð°Ñ ÐºÐ²Ð°Ð»Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¾Ð½Ð½Ð°Ñ ÑÐ°Ð±Ð¾ÑÐ° Ð±Ð°ÐºÐ°Ð»Ð°Ð²ÑÐ°
titleType: Subtitle
title: A mobile application with gamification elements for use in the educational process of the university
Creators: name: ÐÐ°Ð»Ð¸Ñ, ÐÐ¸ÐºÑÐ¾ÑÐ¸Ñ
Publisher: name: Ð¡Ð°Ð½ÐºÑ-ÐÐµÑÐµÑÐ±ÑÑÐ³ÑÐºÐ¸Ð¹ Ð¿Ð¾Ð»Ð¸ÑÐµÑÐ½Ð¸ÑÐµÑÐºÐ¸Ð¹ ÑÐ½Ð¸Ð²ÐµÑÑÐ¸ÑÐµÑ ÐÐµÑÑÐ° ÐÐµÐ»Ð¸ÐºÐ¾Ð³Ð¾
Year: 2020
Subjects: Ð³ÐµÐ¹Ð¼Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ñ
Ð¼Ð¾ÑÐ¸Ð²Ð°ÑÐ¸Ñ
Ð²Ð¾Ð²Ð»ÐµÑÐµÐ½Ð½Ð¾ÑÑÑ
Ð¼ÐµÑÐ¾Ð´Ð¸ÐºÐ°
Ð¾Ð±ÑÑÐµÐ½Ð¸Ðµ
Ð¼Ð¾Ð±Ð¸Ð»ÑÐ½Ð¾Ðµ Ð¿ÑÐ¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ðµ
gamification
motivation
involvement
methodology
education
mobile application

description: Ð¢ÐµÐ¼Ð° ÑÐ°Ð±Ð¾ÑÑ Â«ÐÐ¾Ð±Ð¸Ð»ÑÐ½Ð¾Ðµ Ð¿ÑÐ¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ðµ Ñ ÑÐ»ÐµÐ¼ÐµÐ½ÑÐ°Ð¼Ð¸ Ð³ÐµÐ¹Ð¼Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¸ Ð´Ð»Ñ Ð¸ÑÐ¿Ð¾Ð»ÑÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ð² Ð¾Ð±ÑÐ°Ð·Ð¾Ð²Ð°ÑÐµÐ»ÑÐ½Ð¾Ð¼ Ð¿ÑÐ¾ÑÐµÑÑÐµ Ð²ÑÐ·Ð°Â». Ð¦ÐµÐ»ÑÑ ÑÐ°Ð±Ð¾ÑÑ ÑÐ²Ð»ÑÐµÑÑÑ Ð°Ð½Ð°Ð»Ð¸Ð· ÑÐ»ÐµÐ¼ÐµÐ½ÑÐ¾Ð² Ð³ÐµÐ¹Ð¼Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¸ Ð´Ð»Ñ Ð¿ÑÐ¸Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ Ð² Ð¾Ð±ÑÐ°Ð·Ð¾Ð²Ð°ÑÐµÐ»ÑÐ½Ð¾Ð¼ Ð¿ÑÐ¾ÑÐµÑÑÐµ Ð²ÑÐ·Ð° Ð½Ð° Ð¿ÑÐ¸Ð¼ÐµÑÐµ Ð¼Ð¾Ð±Ð¸Ð»ÑÐ½Ð¾Ð³Ð¾ Ð¿ÑÐ¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ. ÐÐ±ÑÐµÐºÑÐ¾Ð¼ Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ ÑÐ²Ð»ÑÑÑÑÑ ÑÐ»ÐµÐ¼ÐµÐ½ÑÑ Ð³ÐµÐ¹Ð¼Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¸ ÐºÐ°Ðº Ð¸Ð½ÑÑÑÑÐ¼ÐµÐ½ÑÑ Ð¿Ð¾Ð²ÑÑÐµÐ½Ð¸Ñ Ð¼Ð¾ÑÐ¸Ð²Ð°ÑÐ¸Ð¸ Ð¾Ð±ÑÑÐ°ÑÑÐ¸ÑÑÑ. ÐÑÐµÐ´Ð¼ÐµÑÐ¾Ð¼ Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ ÑÐ²Ð»ÑÐµÑÑÑ ÑÐµÑÐ½Ð¾Ð»Ð¾Ð³Ð¸Ñ ÑÐ¾Ð·Ð´Ð°Ð½Ð¸Ñ Ð¼Ð¾Ð±Ð¸Ð»ÑÐ½Ð¾Ð³Ð¾ Ð¿ÑÐ¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð´Ð»Ñ Ð¾Ð±ÑÐ°Ð·Ð¾Ð²Ð°ÑÐµÐ»ÑÐ½Ð¾Ð³Ð¾ Ð¿ÑÐ¾ÑÐµÑÑÐ°. ÐÐ°Ð´Ð°ÑÐ¸ ÑÐ°Ð±Ð¾ÑÑ: 1. ÐÐ½Ð°Ð»Ð¸Ð· Ð¿Ð¾Ð½ÑÑÐ¸Ñ Ð²Ð¾Ð²Ð»ÐµÑÐµÐ½Ð½Ð¾ÑÑÑ Ð² Ð¾Ð±ÑÐ°Ð·Ð¾Ð²Ð°ÑÐµÐ»ÑÐ½Ð¾Ð¼ Ð¿ÑÐ¾ÑÐµÑÑÐµ. 2. ÐÐ·ÑÑÐµÐ½Ð¸Ðµ Ð¾ÑÐ¾Ð±ÐµÐ½Ð½Ð¾ÑÑÐµÐ¹ Ð¿ÑÐ¸Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ Ð¾Ð½Ð»Ð°Ð¹Ð½ Ð¾Ð±ÑÐ°Ð·Ð¾Ð²Ð°Ð½Ð¸Ñ. 3. ÐÑÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ðµ ÑÐµÐ½Ð¾Ð¼ÐµÐ½Ð° Ð³ÐµÐ¹Ð¼Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¸ Ð¸ ÐµÑ ÑÐ¾ÑÑÐ°Ð²Ð»ÑÑÑÐ¸Ñ. 4. ÐÑÐ¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ðµ Ð°Ð½Ð°Ð»Ð¸Ð·Ð° Ð¾ÑÐ¾Ð±ÐµÐ½Ð½Ð¾ÑÑÐµÐ¹ Ð¾Ð±ÑÐ°Ð·Ð¾Ð²Ð°ÑÐµÐ»ÑÐ½ÑÑ Ð¼Ð¾Ð±Ð¸Ð»ÑÐ½ÑÑ Ð¿ÑÐ¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ð¹, Ð¸ÑÐ¿Ð¾Ð»ÑÐ·ÑÑÑÐ¸Ñ ÑÐ»ÐµÐ¼ÐµÐ½ÑÑ Ð³ÐµÐ¹Ð¼Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¸. 5. ÐÐ±Ð¾ÑÐ½Ð¾Ð²Ð°Ð½Ð¸Ðµ Ð²ÑÐ±Ð¾ÑÐ° ÑÐµÑÐ½Ð¸ÑÐµÑÐºÐ¸Ñ ÑÑÐµÐ´ÑÑÐ² Ð´Ð»Ñ ÑÐµÐ°Ð»Ð¸Ð·Ð°ÑÐ¸Ð¸ Ð¼Ð¾Ð±Ð¸Ð»ÑÐ½Ð¾Ð³Ð¾ Ð¿ÑÐ¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ. 6. Ð Ð°Ð·ÑÐ°Ð±Ð¾ÑÐºÐ° Ð¼Ð¾Ð±Ð¸Ð»ÑÐ½Ð¾Ð³Ð¾ Ð¿ÑÐ¸Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð´Ð»Ñ Ð¾Ð±ÑÐ°Ð·Ð¾Ð²Ð°ÑÐµÐ»ÑÐ½Ð¾Ð³Ð¾ Ð¿ÑÐ¾ÑÐµÑÑÐ° Ð½Ð° Ð¾ÑÐ½Ð¾Ð²Ðµ Ð¿ÑÐ¾Ð°Ð½Ð°Ð»Ð¸Ð·Ð¸ÑÐ¾Ð²Ð°Ð½Ð½Ð¾Ð¹ Ð¸Ð½ÑÐ¾ÑÐ¼Ð°ÑÐ¸Ð¸.
description: The theme of the work is âA mobile application with gamification elements for use in the educational process of a universityâ. The aim of the work is to analyze the elements of gamification for use in the educational process of a university using the example of a mobile application. The object of research is the elements of gamification as tools to increase students' motivation. The subject of research is the technology of creating a mobile application for the educational process. Tasks of work: 1. Analysis of the concept of involvement in the educational process. 2. The study of the features of the use of online education. 3. The study of the phenomenon of gamification and its components. 4. An analysis of the features of educational mobile applications using elements of gamification. 5. Justification of the choice of technical means for the implementation of the mobile application. 6. Development of a mobile application for the educational process based on the analyzed information.