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Application of Gamification Tools in the Study of Digital Disciplines on the «1C:Enterprise» Platform

2026 · Beneficium · 0 citations

Abstract

In the context of the digital transformation of the economy and the transition to platform business models, the higher education system is faced with the need to find new methods for developing professional competencies in bachelor's degree students majoring in economics. Traditional approaches to teaching specialized software, using the 1C platform as an example, demonstrate declining student engagement and are ineffective in developing systems thinking. The relevance of this topic stems from the need to overcome the decline in student motivation when mastering complex professional software, as well as the need to develop sustainable practical skills in working with corporate information systems. This article examines the author's methodology for conducting practical classes on 1C software products as part of the training of bachelor's degree students majoring in economics. The proposed method involves the use of gamification in learning to increase student engagement, develop independence, and motivate them to explore career-oriented digital technologies. Examples of lessons using game mechanisms of a business game, competition, and a rating point bank are considered. The structure of the training module is presented, including the following sequential stages: initial motivation and problem formulation, updating and systematization of existing theoretical knowledge, direct practical work with configurations, and a final stage of reflection and critical analysis of the results obtained. The feasibility of introducing game formats into the traditional structure of practical classes without significant changes to the curriculum is substantiated. The results of using the developed methodology in practical training for students at the Institute of Economics of Yaroslav-the-Wise Novgorod State University are shown.

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