NEW MANAGEMENT TECHNOLOGIES IN PEDAGOGY

Analysis and classification of methods of using game technologies in education (based on the analysis of foreign sources)

Authors

  • Daniil A. Prokopev Lomonosov Northern (Arctic) Federal University, 163002, Arkhangelsk, Severnaya Dvina Embankment, 17

How to cite

GOST Prokopev D. A. Analysis and classification of methods of using game technologies in education (based on the analysis of foreign sources) // Education Management Review. 2026. Vol. 16. No. 8. P. 222-232. DOI: 10.25726/n5229-6363-7638-e
APA Prokopev, D. A. (2026). Analysis and classification of methods of using game technologies in education (based on the analysis of foreign sources). Education Management Review, 16(8), 222-232. https://doi.org/10.25726/n5229-6363-7638-e

Abstract

The variety of game-based forms that have entered educational practice over the past decade has outpaced their theoretical ordering: the terms game technology, gamification, learning game, edutainment and serious game are used interchangeably, whereas the didactic mechanisms behind them differ. The mismatch between the richness of practice and the fragmentation of the conceptual apparatus complicates the design of the learning process and the comparison of empirical data accumulated by different research schools. The aim of the work is to build a classification of methods of using game technologies in education that rests on a single ground and is aligned with the current requirements for learning outcomes. The systematization was carried out using conceptual and structural-functional analysis with a comparison of the national activity tradition and foreign game-based learning frameworks. A two-dimensional typology is proposed in which the methods are separated by their leading didactic function and by the degree of formalization of the game component; gamification, simulation-modelling, immersive-digital and edutainment methods are distinguished, each correlated with a particular group of educational outcomes. It is established that gamification and the learning game occupy opposite poles on the criterion of the autonomy of the game unit rather than forming stages of a single intensity scale. The separation of methods by didactic function shows that the choice of a game tool is predetermined by the type of planned outcome, while terminological synonymy conceals heterogeneous pedagogical constructs that are not reducible to one another.

Keywords

game technologies classification of methods gamification learning game edutainment serious games didactic function learning outcomes activity approach

Funding

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

References

Veklenko P.V. Edutainment methodology: integration of non-specialized gaming applications into educational activities // Psychopedagogy in Law Enforcement. 2021. vol. 26, no. 3 (86), pp. 322-328.

Galushina P.S., Neverova O.P., Nenakhov V.V., Smirnova E.S., Stepanov A.V., Khairova I.M. Gaming technologies in education // Russian Scientific Bulletin. 2025. no. 4, pp. 354-358.

Gafitulin T.M. Gamification as an educational technology: philosophical and methodological aspects // Alma Mater (Higher School Bulletin). 2024. no. 1, pp. 31-35.

Grigorieva I.V., Povetkin A.S. Virtual worlds: the art of teaching through gaming technologies // Humanization of Education. 2024. no. 1, pp. 64-70.

Drygina M.V. On the classification of innovative gaming technologies // Perspectives of Science. 2022. no. 7 (154), pp. 79-83.

Dyachkova T.V., Berseneva I.A. The game-based approach in the modern educational environment // Problems of Modern Pedagogical Education. 2025. no. 87-4, pp. 110-113.

Evenko E.V., Morozova O.N. Target games and gamification in the modern educational process // Issues of Contemporary Science and Practice. V.I. Vernadsky University. 2024. no. 3 (93), pp. 137-144.

Kupalov G.S. Possibilities of using video games in education // Bulletin of Pedagogical Sciences. 2021. no. 3, pp. 151-155.

Kurganova E.B. Gaming technologies in teaching: formats and elements // Bulletin of Voronezh State University. Series: Problems of Higher Education. 2024. no. 4, pp. 46-50.

Morozov A.V. Artificial intelligence and gaming technologies in the practice of modern education // Human Capital. 2025. no. 5 (197), pp. 127-135.

Ostapenko A.A. Teaching through play. The diversity of game-based teaching methods // School Technologies. 2025. no. 3, pp. 3-7.

Rudinskiy I.D., Busel S.V. Gaming educational technologies and practices: prerequisites and features of their application // Domestic and Foreign Pedagogy. 2024. vol. 1, no. 1 (97), pp. 39-61.

Stepanov M.A., Gerget O.M. Game technology in the educational process: technological features of games in the learning process // International Journal of Open Information Technologies. 2025. vol. 13. no. 4. pp. 170-180.

Tsybulevskiy A.V. Gamification in education: modern approaches and practices // Personnel Management and Intellectual Resources in Russia. 2024. vol. 13. no. 5. pp. 95-99.

Chebotareva I.N., Chistilina D.O., Lyaskovets A.V. Gamification as a new educational technology in modern higher education // Proceedings of the Southwest State University. Series: Linguistics and Pedagogy. 2023. vol. 13. no. 1. pp. 136-148.

Issue

Section

NEW MANAGEMENT TECHNOLOGIES IN PEDAGOGY

Metrics

21 views
0 downloads
Want to publish with us?
Submit an article