Integration of digital gamification into the professional training of future educators
DOI:
https://doi.org/10.5281/zenodo.14554780Keywords:
game technologies, digital tools, interactive exercises, pedagogical creativity, innovative approaches, educational platforms, motivation, skills, professional competenciesAbstract
The aim of the study is to substantiate the potential for integrating digital gamification into the professional training of future educators. The research focuses on determining the effectiveness of using digital gaming technologies to develop professional competencies, particularly in designing and implementing innovative approaches to teaching. The article analyzes modern digital tools and platforms that can be used in the educational process of teacher training and evaluates their impact on the quality of education. The research methods include an analysis of scientific literature, observation of educational processes in academic institutions, and a comparative analysis of existing technologies and methods. The practical results are based on the use of gamification platforms (e.g., Kahoot, TinyTap, Quizizz) for creating interactive exercises tailored to the specifics of education and on developing recommendations for their integration into teacher training. The study’s findings confirm that digital gamification fosters creativity, critical thinking, and pedagogical flexibility, which are essential for working with students and pupils. Specifically, the use of gaming technologies helps simulate educational scenarios that reflect real-world conditions and prepares educators for innovative teaching practices. It has been established that the implementation of such technologies enhances students’ motivation to learn, facilitates the effective development of skills, and promotes teamwork readiness. The conclusions of the study indicate that integrating digital gamification into educator training is promising for creating a modern and innovative educational environment. Further research could focus on adapting gamification tools to educational programs and developing practical recommendations for educators in academic institutions.
