DATA SCIENCE IN THE MANAGEMENT OF EDUCATIONAL SPACE

Gamification in higher education as an element of educational program design

Authors

  • Anastasia V. Osipova Surgut State University, 1, Lenina Ave., Surgut, Khanty-Mansi Autonomous Okrug – Yugra, 628412
  • Elizabeth N. Shutro Surgut State University, 1, Lenina Ave., Surgut, Khanty-Mansi Autonomous Okrug – Yugra, 628412

How to cite

GOST Osipova A. V., Shutro E. N. Gamification in higher education as an element of educational program design // Education Management Review. 2025. Vol. 15. No. 9-1. P. 102-112. DOI: 10.25726/x8222-2056-2233-z
APA Osipova, A. V. & Shutro, E. N. (2025). Gamification in higher education as an element of educational program design. Education Management Review, 15(9-1), 102-112. https://doi.org/10.25726/x8222-2056-2233-z

Abstract

The article analyses the effectiveness of gamification as a tool for designing higher education programmes using the discipline "Accounting" as a case, proceeding from the task of increasing motivation, engagement, and practice-oriented learning under the digital transformation of the university environment. The aim of the study is to assess the impact of a hybrid gamification model that combines game mechanics with a flipped-classroom format on learning outcomes and the professionalisation of students in economics-related programmes. In a quasi-experimental design, 144 students aged 19-23 participated; the control groups studied under a standard programme, while the experimental groups followed a gamified model using LMS Moodle, interactive cases, business games, quests, leaderboards, and immediate feedback; data collection (September- December 2024) comprised questionnaires, observation, calculation of means and standard deviations, and thematic analysis of open-ended responses, with ethical requirements observed. The results show statistically and practically significant effects: 92.8% of students in the experimental groups reported substantial improvement in knowledge and skills versus 61.9% in the control; in solving a practical task, the share of successful solutions was 81.9% versus 52.7%; interest in the subject and willingness to deepen knowledge rose to 74.6% versus 51.6%, independent information seeking to 60.3% versus 40.2%, perceived connection to the future profession to 81.2% versus 57.6%, and clarity of professional trajectory to 79.2% versus 51.6%. The discussion emphasises that the effect is driven by the principles of accessibility, appropriateness, motivation, and voluntariness, as well as the retuning of classroom time toward active formats; at the same time, limitations were identified-one disciplinary field, a limited sample, and a short observation period-which require replication and longitudinal measurement. The conclusion affirms that hybrid gamification increases engagement, develops practical competences, and supports professional identity, while practical recommendations include designing from learning outcomes, service-oriented configuration of the LMS, faculty training, and monitoring of qualitative metrics; prospects include expanding the sample, interdisciplinary replications, and assessment of delayed effects.

Keywords

gamification flipped classroom accounting higher education student motivation.

Funding

The authors did not declare any external funding for this research.

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DATA SCIENCE IN THE MANAGEMENT OF EDUCATIONAL SPACE

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