Gamification methods as a factor of increasing students' motivation in studying humanities disciplines at medical universities

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The object of research is gamification in the educational process. The purpose of the study is to identify the relationship between the use of gaming technologies and the level of motivation of students, as well as to develop a gamification technique that helps to increase students' interest. Research methods: systematic, personality-oriented and activity-based approaches, analysis of pedagogical and psychological literature by foreign and domestic authors, systematization and generalization of pedagogical concepts, practice-oriented materials, facts, methods of collecting statistical information, comparison and analysis, as well as ideography (descriptions). The result of the work was a study of students studying the history of Russia at a Medical university. The students were divided into two groups – an experimental group, which actively implemented gaming technologies, and a control group, which studied according to the traditional program. The conducted research has shown that gaming technologies, if properly implemented, can increase students' motivation to study non-core disciplines at the university. The conducted research made it possible to develop a training program in the discipline history of Russia using gaming technologies. The program provides practical recommendations on the use of gamification methods and techniques, their scope, content and effectiveness of their application. The practical significance of the research lies in the fact that gamification methods have recently become increasingly popular in the pedagogical environment. The use of gaming technologies makes it possible to increase the motivation of students of non-core universities to study humanities disciplines. However, this also creates certain difficulties for the teacher – how, by introducing such technologies, not to lose face, not to reduce the quality of teaching the subject, not to turn the learning process into pure entertainment that students will not take seriously.

Keywords: gamification, educational technologies, higher education, game techniques