APPLICATION OF GAMIFICATION TOOLS IN THE STUDY OF DIGITAL DISCIPLINES ON THE «1C:ENTERPRISE» PLATFORM
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.
Keywords: gamification, game-based educational technologies, the 1C:Enterprise platform, rating assessment, economic education
Funding: the research had no sponsorship (own resources).
References
- Alnuaim A. The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial // JMIR Serious Games. 2024. Vol. 12. Pp. 1-12. DOI: 10.2196/52017
- Das S., Osipova M., Vaishnavi Nakshatram S. Gamification for Spatial Digital Learning Environments // Entertainment Computing. 2025. Vol. 52. Pp. 298-303. DOI: 10.1016/j.entcom.2024.100893
- Coelho F., Rando B., Bernardes R. Playing Solo, Against Rivals, or in a Team? Exploring Individual, Competitive, and Cooperative Dynamics in Gamified Digital Education // Entertainment Computing. 2026. Vol. 56. Pp. 1-19. DOI: 10.1016/j.entcom.2025.101065
- Misara R., Sharma S., Mittal S., Mishra S. From Play to Pay: A Systematic Review of Gamification in Modern Financial Ecosystems // Acta Psychologica. 2026. Vol. 256. Pp. 1-20. DOI: 10.1016/j.actpsy.2026.106780
- Hong Yu., Saab N., Admiraal W. EFL University Students' Game Element Preferences and Learning Needs: Implications for the Instructional Design of Digital Gamified Classes // System. 2025. Vol. 131. Pp. 1-24. DOI: 10.1016/j.system.2025.103670
- Durodolu O.O., Ojo J.O., Ajayi T.B. Examining the Characteristics and Perceptions of Gamification Strategies for Enhancing Library Resource Exploration Among Information Science Students and Professionals // Library Management. 2025. Vol. 46(3-4). Pp. 286-300. DOI: 10.1108/lm-10-2024-0108
- Korotkova V.S., Korotkov E.A. Gamification of Education: Analysis of Experience and Criticism // Chelyabinsk Humanitarian. 2025. Vol. 4(73). Pp. 58-66. (In Russ.). DOI: 10.47475/1999-5407-2025-73-4-58-66
- Popova T.V., Ermakova O.E., Dolgova A.A., Chernykh N.A. Prospects and Risks of Introducing Gamification in Modern Education // Bulletin of Kostroma State University. Series: Pedagogy. Psychology. Sociokinetics. 2022. Vol. 28(2). Pp. 12-17. (In Russ.). DOI: 10.34216/2073-1426-2022-28-2-12-17
- Chagin S.S. Gamification of Vocational Education: is it Worth the Candle? // Vocational Education and Labor Market. 2021. Vol. 1(44). Pp. 26-35. (In Russ.). DOI: 10.24412/2307-4264-2021-01-26-35
- Korneeva N.Yu. Digital Environment of the University in the Subject Training of Vocational Education Teachers: Artificial Intelligence and Gamification // Bulletin of the South Ural State University. Series: Education. Pedagogical Sciences. 2024. Vol. 16(3). Pp. 82-90. (In Russ.). DOI: 10.14529/ped240308
- Astashova N.A., Bondyreva S.K., Popova O.S. Resources of Gamification in Education: A Theoretical Approach // Education and Science. 2023. Vol. 25(1) Pp. 15-49. (In Russ.). DOI: 10.17853/1994-5639-2023-1-15-49
- Urazmetova A.V., Khakimova R.B. Gamification and Gamification in the Educational Process // Pedagogy and Education. 2025. Vol. 1. Pp. 183-194. (In Russ.). DOI: 10.7256/2454-0676.2025.1.70262
- Shirokolobova A.G. Gamification in the Context of Digital Transformation of Education // Bulletin of Samara State Technical University. Series: Psychological Sciences. 2022. Vol. 1. Pp. 4-18. (In Russ.). DOI: 10.17673/vsgtu-pps.2022.1.1
- Sagdatullin A.M., Semyonov K.S. Information System to Support the Educational Process based on the Gamification Method // Bulletin of the St. Petersburg State Technological Institute (Technical University). 2022. Vol. 61(87). Pp. 98-101. (In Russ.). DOI: 10.36807/1998-9849-2022-61-87-98-101
- Babkina A.A., Andryushechkina N.A., Sadov A.A. The Use of Gamification in the Educational Process of Universities // Education and Law. 2025. Vol. 9. Pp. 482-486. (In Russ.). DOI: 10.24412/2076-1503-2025-9-482-486
About the Author
Natalia A. Kanishcheva – Cand. Sci. (Economics), Docent; Associate Professor, Yaroslav-the-Wise Novgorod State University, Veliky Novgorod, Russia. E-mail: Natalya.Kanischeva@novsu.ru. SPIN RINTS 9199-3042. ORCID 0000-0002-2764-9921. ResearcherID E-5666-2019. Scopus Author ID 57303004500.
For citation: Kanishcheva N.A. Application of Gamification Tools in the Study of Digital Disciplines on the «1C:Enterprise» Platform // BENEFICIUM. 2026. Vol. 3(60). Pp. 128-136. (In Russ.). DOI: 10.34680/BENEFICIUM.2026.3(60).128-136






