Source: https://www.iejme.com/article/improvement-in-the-learning-environment-through-gamification-of-the-educational-process
Timestamp: 2019-04-22 14:13:23+00:00

Document:
Reference: Kirillov AV, Vinichenko MV, Melnichuk AV, Melnichuk YA, Vinogradova MV. Improvement in the Learning Environment through Gamification of the Educational Process. Int Elect J Math Ed. 2016;11(7), 2071-2085.
Reference: Kirillov, A. V., Vinichenko, M. V., Melnichuk, A. V., Melnichuk, Y. A., & Vinogradova, M. V. (2016). Improvement in the Learning Environment through Gamification of the Educational Process. International Electronic Journal of Mathematics Education, 11(7), 2071-2085.
Reference: Kirillov, Andrey V., Mikhail V. Vinichenko, Aleksandr V. Melnichuk, Yulyia A. Melnichuk, and Marina V. Vinogradova. "Improvement in the Learning Environment through Gamification of the Educational Process". International Electronic Journal of Mathematics Education 2016 11 no. 7 (2016): 2071-2085.
Reference: Kirillov, A. V., Vinichenko, M. V., Melnichuk, A. V., Melnichuk, Y. A., and Vinogradova, M. V. (2016). Improvement in the Learning Environment through Gamification of the Educational Process. International Electronic Journal of Mathematics Education, 11(7), pp. 2071-2085.
Reference: Kirillov, Andrey V. et al. "Improvement in the Learning Environment through Gamification of the Educational Process". International Electronic Journal of Mathematics Education, vol. 11, no. 7, 2016, pp. 2071-2085.
Reference: Kirillov AV, Vinichenko MV, Melnichuk AV, Melnichuk YA, Vinogradova MV. Improvement in the Learning Environment through Gamification of the Educational Process. Int Elect J Math Ed. 2016;11(7):2071-85.
At the present time, the issues of gamification, including those, affecting the creation of favorable learning environment, draw more and more focused attention of many foreign and Russian scholars that conditions the relevance of the research. The purpose of the article is to represent the results of the study on the influence of gamification on improvement of the learning environment and its effectiveness. To identify the nature of views on the creation of favorable, safe learning environment by means of the implementation of the game technologies in the education of the students, there has been developed a methodology of sociological research, based on the general scientific methods, research and experimental events. Sociological methods (overt observation, questionnaires: interviewing, questioning), statistical methods, comparison methods, content analysis, visual and systematic analysis have been actively implemented. As part of the study it was found out that the existing system of motivation of educational and research activities of students in RSSU is estimated insufficiently high. Herewith, obtained experimental data point out that gamification enables to create the conditions for students' motivation for a long time, turning their training into educational and interesting game, contributes to the refinement of students' adoption of learning material and reduces the level of stress while waiting for the evaluation of their skills and knowledge, changes the behavior of the students, promotes the formation of new habits. The statement that in the course of the study student receives positive emotions, feeling alert and alive has served as the basis for the gamification implementation.
Barck-Holst, P., Nilsonne, А.,. Åkerstedt, T & Hellgren, C. (2015) Reduced working hours and stress in the Swedish social services. International Social Work, 12, 112-125.
Chulanova, O. L. (2012) Coaching emotional competence of management personnel of the organization. Social Sciences. All-Russian scientific journal, 1, 286-294.
Feigenbaum, A. V. (1994) Quality education and America's competitiveness. Quality Progress, 27(9), 83-84.
Frolova, E. V. (2014). Deformations in interbudget relations in Russian federation: Socioeconomic and political risks. Actual Problems of Economics, 8(158), 351-359.
Gastev, A. K. (1929). Norming and organization of labour: Moscow: AUCSTU. 118p.
Gray D., Brown S. & Macanufo J. (2012). Gamestorming. A Playbookfor Innovators, Rulebreakers, and Changemakers. St. Petersburg: Piter. 288p.
Hall, M. (2004) Games business experts play. Moscow: Publishing house Eksmo. 336p.
Hovakimyan, A. S., Sargsyan, S. G. & Ziroyan, M. A. (2014) Method for E-Learning Scenarios Creating. Publications International Scientific Conference 24-29 March. Part II, 136-140.
Kirillov, A. V., Vinichenko, M. V., Melnichuk, A. V., Melnichuk, Y. A., Lakina, Y. (2015) Higher education institutions grading: Administrative and support personnel. International Journal of Economics and Financial Issues, 5, 173-182.
Maehr, M. L. (1974) Culture and achievement motivation. American Psychologist, 29, 887 – 896.
Maslow, A.H. (1954) Motivation and Personality. New Yorl: Springer. 456p.
Nemkov, A. (2016) The theory of generations in Russia. Direct access: http://sykt24.ru/novosti/teoriya-pokolenij-v-rossii-pokolenie-y/.
Popov, A. (2006) Marketing game. Entertain and conquer. Moscow: Mann, Ivanov i Ferber. 153p.
Retyunskikh, L. T. (2003) Socrates Academy. Philosophical games 10 years later. Moscow: Nauka. 205p.
Trofimova, L. (1996) Methods of estimation of efficiency of economic activity of enterprise. Auditor, 10, 21-26.
Veretehina, S. V. (2015). Automated personnel evaluation system. Personnel and intellectual resources management in Russia, 4(5). 72-77.
Vinichenko, M. V., Kirillov, A. V., Melnichuk, A. V., Makushkin S. A., Melnichuk, Y. A. (2016). Modern Views on the Gamification of Business. Journal of Internet Banking and Commerce, 21 (3), 113-123.
Waterson, V. (1946) Social Conditions and Health Education. Health Education Journal, December, 4(4), 160-163.
Werbach, K. & Hunter, D. (2015) For the Win: How Game Thinking Can Revolutionize Your Business. Moscow: Mann, Ivanov and Ferber. 224p.
Yadov, V. A. (1982) Motivation: problems and ways of research of Soviet sociology. Nauka, 2, 29 – 38.
Zickermann, G. & Lynder, J. (2014) Gamification in business: How to break through the noise and capture the attention of co-workers and clients: Mann, Ivanov and Ferber. Moscow.164 p.

References: V. 
 V. 
 V. 
 V. 
 V. 
 V. 
 V. 
 V. 
 V. 
 V. 
 V.