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Educational Possibilities of Gamification in the Formation of Soft & Hard Skills among Students of Socionomic Professions

Bibliographic Data

ID19556776
AuthorsViktoriia Savitska (West Ukrainian National University), Oksana Gomotiuk (West Ukrainian National University), Olena Stefanyshyn (West Ukrainian National University), Mohammad Rashid (0000-0002-8496-6376), Mohammad A Rashid (0000-0002-0844-5819, Al-Ahliyya Amman University), Tomáš Lengyelfalusy (0000-0001-7370-2212, DTI University), Stanislav Šurín (Catholic University in Ruzomberok)
Year2025
Volume16
Issue2
Pages819-839
Publication date2025-09-23
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueJournal of Education Culture and Society (JOURNAL)
Journal identifiersISSN: 2081-1640 • E-ISSN: 2081-1640
PublisherFoundation Pro Scientia Publica (PUBLISHER • PL)
DOI10.15503/jecs2025.3.819.839
OpenAlexW4414440101
LanguageEN

Aim. The purpose of the research is to establish a connection between the indicators of the effectiveness of soft and hard skills formation in students of socionomic professions through the use of gamification methods and to determine the impact of gamification on the development of individual soft and hard skills. Methods. The research methods are a content analysis of specialized literature, an online survey of students of socionomic professions using Google Forms, and a pedagogical experiment with comprehensive data processing. The research material consists of the empirical experience of gamification in developing soft and hard skills in students of socionomic professions, based on the creation of a virtual professional community f “School of Professional Growth,” during independent work. The interactive educational environment incorporates key components: game mechanics aligned with pedagogical outcomes, interactive tasks, and social interaction. Results. The results of the experiment confirmed the hypothesis: students in the experimental group showed increased interest in classes, were better adapted to non-standard situations, demonstrated flexibility of thinking, and improved their hard skills compared to the control group. Conclusion. The study reveals that gamification not only enhances student engagement and motivation but also fosters their professional growth by developing essential soft and hard skills for success in the socio-economic sphere. The integration within gamification of storylines, roles, characters, problem situations, and elements of unpredictability immerses students in professionally relevant situations, enhancing both their soft and hard skills

Empirical research · Professional development · Skills management · Social skills · Soft skills · Transferable skills analysis · Educational Innovations and Challenges · Educational Methods and Teacher Development · Social and Behavioral Studies

Citation velocityhistorical
Highly citedNo

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Open DOIOpen Access
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