APPLIED RESEARCH

Experience of applying the analog gamification method in project activities of high school students in history lessons: international and domestic practice

Authors

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

How to cite

GOST Prokopev D. A. Experience of applying the analog gamification method in project activities of high school students in history lessons: international and domestic practice // Education Management Review. 2026. Vol. 16. No. 8. P. 510-521. DOI: 10.25726/l3353-7967-8617-q
APA Prokopev, D. A. (2026). Experience of applying the analog gamification method in project activities of high school students in history lessons: international and domestic practice. Education Management Review, 16(8), 510-521. https://doi.org/10.25726/l3353-7967-8617-q

Abstract

The fixation of the individual project as a mandatory element of the senior school curriculum has sharpened the question of means capable of sustaining students' cognitive motivation throughout the long project cycle in history. The digital formats of gamification that prevail in practice align poorly with the specifics of source-based and reconstructive work, whereas non-digital mechanics – tabletop, card-based, role-playing, narrative – remain methodologically unformed and are applied sporadically. The aim of the work is to construct an original typology of analog gamification and a structural-functional model of its coupling with the stages of the individual history project in senior grades. The study draws on conceptual-categorial analysis, classification, the structural-functional approach, the method of analogy and content analysis of the current normative documents – the federal state educational standard of secondary general education and the federal educational programme. Seven basic analog mechanics are identified, differing by the type of game action and didactic function; their distribution across the phases of the project cycle is established, with narrative-role formats concentrated at the stages of problem statement and presentation, and reconstructive-simulation ones at the stages of source collection and interpretation. The comparison of international and domestic practice reveals a stable divergence: foreign models gravitate towards autonomous simulation formats with a weak link to final assessment, while domestic ones gravitate towards embedding game mechanics into the normatively defined structure of the individual project. The resulting model shows that the methodological value of analog gamification in project-based history work is determined not by the saturation with game elements, but by the precision of their correlation with metasubject results and the phase logic of the project.

Keywords

analog gamification project activity history teaching senior school individual project game mechanics metasubject results narrative practices

Funding

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

References

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APPLIED RESEARCH

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