Digital Educational Platforms with Gamification Elements in Training Future Designers
DOI:
https://doi.org/10.5281/zenodo.20362472Keywords:
interactive learning, game mechanics, vocational education, digital technologies, creativity, educational innovations, gamification, digital educational platforms, professional training of designers, digital competenceAbstract
The article examines the integration of digital educational platforms with gamification elements into the professional training of future designers in the context of the digital transformation of education. The purpose of the study is to theoretically substantiate and experimentally verify the effectiveness of using digital educational platforms with gamification elements in the process of training future designers. The relevance of the study is determined by the need to improve the quality of professional education, develop digital competence, and foster creative thinking among students. The study employs a set of complementary research methods, including theoretical methods (analysis, generalization, and systematization of scientific sources, comparative analysis of approaches to defining gamification), empirical methods (pedagogical observation, survey, and testing), and statistical methods. Statistical data were processed using Student's t-test to ensure the reliability of the obtained results. Results. The findings demonstrate that gamification, as a pedagogical technology, enhances students' learning motivation, activates cognitive activity, and contributes to the development of professional competencies in future designers. The use of digital platforms such as Kahoot!, Quizizz, Canva, Figma, Miro, Unreal Engine ensures the interactivity of the educational process and promotes the development of visual literacy, creativity, and practical skills. The results of the pedagogical experiment indicate a significant increase in the level of competency development and motivation among students in the experimental group compared to the control group. The statistical analysis confirms the significance of the obtained differences. Conclusions. The study proves that the integration of digital platforms with gamification elements is an effective means of modernizing the professional training of future designers. It contributes to improving the quality of education, supports the development of key competencies, and meets the current demands of the labor market. Prospects for further research include the development of assessment criteria for the effectiveness of gamified learning and the improvement of digital educational environments.Downloads
Published
2026-04-30
How to Cite
Klevets, V., & Shtainer, T. (2026). Digital Educational Platforms with Gamification Elements in Training Future Designers. Pedagogical Academy: Scientific Notes, (29). https://doi.org/10.5281/zenodo.20362472
Issue
Section
Theory and methodology of professional education
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Copyright (c) 2026 Вікторія Олегівна Клевець, Тетяна Віталіївна Штайнер

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