system, were obtained by second-graders. It was
found that 28% of schoolchildren, developed
memory, 26% developed communication skills,
24% developed creative thinking, and 22%
developed independence.
The practical significance of the work is the
possibility of transformation of the educational
process as a result of the introduction of
gamification for learning material and
terminology, testing knowledge. The obtained
research results can be used in offline and online
education, as well as when conducting optional
classes. Prospects for future research may be
related to the use of various digital gamification
technologies in education, and comparison of
their effectiveness among schoolchildren.
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