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Use of mobile applications with gamification elements for forming subject skills and skills of students of general secondary education institutions

- Сухіх, А.С. (orcid.org/0000-0001-8186-1715) and Вербовецький, Дмитро Володимирович (orcid.org/0000-0002-4716-9968) (2026) Use of mobile applications with gamification elements for forming subject skills and skills of students of general secondary education institutions Інноваційна педагогіка (96). pp. 234-240. ISSN 2663-6085

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Abstract

The article examines the use of mobile applications with gamification elements in the process of developing subject-specific skills and abilities of students in general secondary education institutions in the context of the digitalization of the educational process. The relevance of the study is driven by the need to enhance learning effectiveness, increase students’ motivation, and integrate digital technologies into school practice. The aim of the article is to provide a theoretical justification and to determine the effectiveness of using mobile applications with gamification elements for the development of students’ subject-specific skills and abilities. The study employs methods of theoretical analysis, generalization of scientific sources, and systematization of pedagogical experience. The possibilities of using modern mobile applications in teaching various subjects are analyzed, and the essence and pedagogical potential of gamification are revealed. It is substantiated that the use of gamified mobile applications contributes to increasing students’ learning motivation, activating their cognitive activity, ensuring regular learning practice, and creating conditions for the formation and gradual automation of subject-specific skills and abilities. It is shown that such applications provide immediate feedback, support the personalization of learning, and can be effectively integrated into the structure of a lesson. Approaches to understanding gamification are further specified through the interaction of game mechanics, dynamics, and emotional responses, and the pedagogical conditions for its effective use are substantiated. The scientific novelty lies in the systematization of approaches to the use of mobile applications with gamification elements and in determining the pedagogical conditions for their effective implementation in the process of developing students’ subject-specific skills and abilities.

Item Type: Article
Keywords: mobile learning, gamification, mobile applications, subject-specific skills and abilities, digitalization of education, general secondary education institutions, competence-based approach, learning motivation.
Subjects: Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 00 Prolegomena. Fundamentals of knowledge and culture. Propaedeutics > 004 Computer science and technology. Computing. Data processing > 004.9 Application-oriented computer-based techniques
Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 3 Social Sciences > 37 Education > 37.01/.09 Special auxiliary table for theory, principles, methods and organization of education > 37.02 General questions of didactics and method
Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 3 Social Sciences > 37 Education > 37.01/.09 Special auxiliary table for theory, principles, methods and organization of education > 37.09 Organization of instruction
Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 3 Social Sciences > 37 Education > 373 Kinds of school providing general education
Divisions: Institute for Digitalisation of Education > Department of Technologies of Open Learning Environment
Depositing User: Dmytro Verbovetskyi
Date Deposited: 14 Aug 2026 18:40
Last Modified: 14 Aug 2026 18:40
URI: https://lib.iitta.gov.ua/id/eprint/750109

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