Gamification of art education as a tool for engaging youth in the study of the history of classical painting

Authors

  • Viktoriia Pishchanska Doctor of Culturology, Professor, Dnipro Academy of Continuing Education, Dnipro, Ukraine https://orcid.org/0000-0002-8373-555X
  • Liubov Kondratiuk PhD in Philosophical Sciences, Associate Professor, Associate Professor of the Department of Philosophy and Social Sciences, Faculty of History, Ternopil Volodymyr Hnatiuk National Pedagogical University, Ternopil, Ukraine https://orcid.org/0000-0002-4709-0512
  • Olena Spasskova Candidate of Art Studies, Lecturer of the Department of Theory and Methods of Applied and Decorative Arts and Graphics, Faculty of Arts and Graphics, South Ukrainian National Pedagogical University named after K. D. Ushynsky, Odesa, Ukraine https://orcid.org/0000-0002-2004-8402

DOI:

https://doi.org/10.5281/zenodo.20092448

Keywords:

interactive learning, digital educational environment, cognitive engagement, art studies competence, visual thinking, learning motivation.

Abstract

The relevance of the study is determined by the transformation of the educational environment under conditions of digitalization and the declining interest of young people in the systematic study of the history of classical painting, which necessitates the search for effective pedagogical tools to enhance engagement and improve the quality of mastering artistic content. In this context, gamification acquires particular significance as a means of integrating educational content with interactive formats of learning interaction.The purposeof the article is to theoretically substantiate and determine the practical possibilities of applying gamification in art education as a tool for increasing youth engagement in the study of the history of classical painting.The research methods are based on theoretical generalization, analysis and synthesis of scientific sources, a structural-functional approach, as well as logical-analytical modeling to identify the relationships between gamification mechanisms and educational outcomes. Results. The study analyzes the essence of gamification in art education and its functional potential in shaping cognitive interest. The peculiarities of young people’s perception of historical and artistic content in a digital environment are identified, including fragmentation, visual dominance, and interactive dependence. Pedagogical approaches to integrating gamification elements into the educational process are substantiated. Key scientific and practical problems are revealed, including the risk of content simplification, fragmentation of knowledge, dominance of external motivation, and methodological inconsistency of implementation.Conclusions. It is proven that the effectiveness of gamification is ensured through its systemic integration into the educational process, the combination of motivational and analytical components, and the use of adaptive and reflective learning mechanisms. Prospects for further research are associated with the development of standardized approaches to evaluating the effectiveness of gamification, empirical verification of its impact on the depth of mastering artistic content, and the study of its long-term effects on the formation of learners’ autonomy and aesthetic culture.

Published

2026-05-09

How to Cite

Pishchanska, V., Kondratiuk, L., & Spasskova, O. (2026). Gamification of art education as a tool for engaging youth in the study of the history of classical painting. Pedagogical Academy: Scientific Notes, (30). https://doi.org/10.5281/zenodo.20092448

Issue

Section

Theory and teaching methods