note that learning is difficult and simple
memorization is boring, uninteresting and tiring.
Learning outcomes can be influenced by several
factors: abilities, motivation, level of anxiety and
attitude towards the subject (Jati et al., 2020).
According to Shkuropat et al., (2021), the use of
gamification elements in the educational process
is intended to become a good monitoring tool and
enhance students’ learning motivation. The use
of game elements in non-game situations is
called gamification (Xu & Hamari, 2022).
Elements of gamification are widely used in all
spheres of human activity. Marketers widely use
gamification, for example, “collect five stickers
in a coffee shop to get the sixth coffee for free”.
Modern children and teenagers are used to
computer games, which have their own reward
system, lack of negative attitude towards defeats,
leader boards, communication through social
networks, etc. (Lo & Hew, 2020). The attitude
towards mistakes in games is somewhat different
than in educational institutions. The educational
institutions discourage mistakes, while they very
rarely praise a correctly completed assignment.
This is why pupils or students concentrate not on
knowledge, but on obtaining grades. In computer
games, a mistake is just one of the tools for
achieving success. Gamification in education
aims to use these elements to stimulate the desire
to learn. It is very different from traditional forms
of evaluation of learning outcomes. The
academic literature provides data proving that the
use of gamification eliminates the fear of failure
and getting a bad grade (Shkuropat, 2018).
The introduction of gamification in education is
related to the creation of entertainment elements
and their transfer to building knowledge and
skills that are components of professional
training. Dalmina et al. (2019) and Matthew et
al., (2022) note that gamification design elements
are used to enhance motivation. They came to us
from the world of games and are familiar to us in
everyday life. The term “gamification” is often
used to apply game elements to non-game
situations to create a motivating environment and
a fun learning experience (Leclercq et al., 2020).
Gamification in education provides for the
application of game mechanics and game
elements in education in order to intensify
learning and develop critical thinking, manage
student behaviour and guide it in a certain
direction (Toorn et al., 2022).
The term “serious games” was introduced by Abt
back in 1970 to denote games that enable
focusing on learning rather than entertainment.
These games should appeal to students’ everyday
experiences (Toorn et al., 2022). According to
Cruaud (2018), educational games are aimed at
stimulating interest in the academic subject.
Educational content in these games is presented
in different ways: it can be implicit in serious
games, while it is necessarily presented in
educational games (Kulhanek et al., 2021).
According to Schöbel et al., (2020), gamification
of learning differs, as it uses elements of the
game to advance towards the goal of acquiring
new knowledge. For example, a student receives
a badge for a correctly completed task. Although
earning a badge is an element of the game, it is
not tied to other elements of the game, such as
levelling up. Piaget wrote in 1962 that game is a
necessary prerequisite for different stages of a
child’s cognitive development. The child seems
to go beyond the reality to an abstract level,
manipulating such concepts as “acting as if”. The
game promotes the development of abstract
thinking (Dehghanzadeh et al., 2021).
According to Suh et al., (2018), gamification is
the best method to enhance learning motivation
and encourage learning new material. Buckley
and Doyle (2016) provide grounded evidence of
the greater effectiveness of a gamified
educational environment compared to a non-
gamified one. The author assumes that this is
connected with greater interest of students in
learning, satisfaction with learning. The forms of
control offered by gamification are interesting
for students. These are, for example, points,
badges, rankings or leader boards, virtual gifts,
bonuses, etc. (Bateman, 2018). This promotes
self-expression, satisfaction, and competition
among students during their studies (Jati et al.,
2020).
According to Dehghanzadeh et al., (2021),
gamification elements such as points, leader
boards, rewards, feedback, challenges are most
often used in the educational process. Avatar,
warning signals, virtual credits, medals, etc. are
used less frequently. The elements of
gamification can be divided into individual and
social. Individual elements are points, virtual
goods, time limit, etc. Social include interaction
with other players, leader boards, rating tables,
etc. (Ruggiu et al., 2022).
A study of the impact of gamification on the
results of learning the basics of the taxation
system, conducted by Buckley and Doyle (2016),
showed a significant improvement in learning
outcomes. Besides, they demonstrated that
gamification of the learning process enhanced
intrinsic motivation for the subject and self-