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  • Sociological Analysis of the Gamification Methods Application in the System of Professional Retraining: On the Example of a Programming School

Sociological Analysis of the Gamification Methods Application in the System of Professional Retraining: On the Example of a Programming School

Student: Grigoryan Mikhail

Supervisor: Roman Abramov

Faculty: Faculty of Social Sciences

Educational Programme: Sociology (Bachelor)

Year of Graduation: 2020

Nowadays traditional education not only in Russia, but in the whole world is at the crisis state, due to the widespread digitalization and constantly changing values and preferences of the new generation. This research is aimed at investigating the perception of different generations of the implementation of gamification methods in the educational process by the example of the programming school. The study was carried out by a case study method, based on semi-structured in-depth interviews. As a result of the research, we came across the gamified education system, which, according to informants, did not work properly. The perception of the system by different generations was generally similar, but more mature informants were sceptical about the implementation of game elements, noting its nominality.In the course of the analysis it turned out that the gamified space of the programming school creates the basis for mainly reciprocal interactions embedded in the validation system.

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