<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>September</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1145/2181037.2181040</article-id>
      <title-group>
        <article-title>Gamification of School Education in Russia: Case Study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alexander Vetushinskiy</string-name>
          <email>a.vetushinskiy@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pavel Zhukov</string-name>
          <email>paulbeatlov@mail.ru</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>That is why Russian schools participating in a large project</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>The central task of the Laboratory was to create a</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Faculty of Philosophy, Lomonosov Moscow State, University</institution>
          ,
          <addr-line>Moscow</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Gamification Lab, Sberbank</institution>
          ,
          <addr-line>Moscow</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>gamification system that is embedded in the school, Learning Management System (LMS). In this article, we, describe the key aspects of the developed gamification, system, and also formulate a number of research</institution>
          ,
          <addr-line>hypotheses, which we will begin testing in September 2019</addr-line>
          ,
          <institution>(in September, the system will begin to be piloted in</institution>
          ,
          <addr-line>schools).</addr-line>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>to introduce innovative forms of education did not neglect, gamification (we are talking about fifteen schools in, Moscow, the Republic of Tatarstan, and Kaluga, Lipetsk, Novgorod and Nizhny Novgorod regions). One of the, project participants is the Sberbank Gamification Lab, whose collaborators are the authors of this article.</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2011</year>
      </pub-date>
      <volume>9</volume>
      <fpage>9</fpage>
      <lpage>15</lpage>
      <abstract>
        <p>The article is devoted to the description of the gamification system, which will be introduced in fifteen of Russian schools in the fall of 2019 (schools in Moscow, the Republic of Tatarstan, and Kaluga, Lipetsk, Novgorod and Nizhny Novgorod regions). The system was developed by the Sberbank Gamification Lab within the framework of the Sberbank Charitable Foundation “Investment to the Future”, whose main mission is to support the development of modern Russian education in front of the challenges of the digital age. The system had to be compact, fairly simple to implement, and maintain the values of teamwork and cooperation. It also had to comply with the basic principles of the new educational model for Russian schools: personalization, the development of soft skills and real-life relevance. As a result, the Gamification Lab decided on a cyclical gamification system built on the basis of six game elements: avatars, quests, points, levels, achievements and stickers. In the autumn of 2019, the system will be introduced into Russian schools and the Gamification Lab will analyze the system in real-life conditions (directly in schools), where the main 8 hypotheses underlying the developed gamification model will be tested (hypotheses are given in the article).</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>INTRODUCTION
According to the prevailing definition, gamification is the
use of game elements and game mechanics in a non-game
context [1]. Game elements are points, badges,
leaderboards, avatars, guilds, levels, quests, skill trees, etc.
Non-game contexts – education, marketing, health, culture,
tourism [9]. That is, gamification is the use of game-based
thinking in order to transform routine, non-game
environments through the introduction of game-based</p>
      <p>GAMIFICATION OF SCHOOL EDUCATION
The term “gamification” was introduced into scientific and
research terminology in 2008. And although it became
widespread only after 2010 [4], already in 2009 a New York
City school, Quest to Learn, opened with full-fledged game
training program, which was developed by the Institute of
Play. During its existence, the School has managed to give a
good account of itself and still remains a model for the
successful combination of educational tasks and game
thinking.</p>
      <p>It is worth noting that schools like Quest to Learn, which
gamify not only the form of education, but also the content
itself, are still a rarity. Most examples of the gamification of
education are structural gamification, that is, gamification
that does not affect educational content, but is built on top
of it, with the goal of making learning faster and more
efficient. It is worth noting that the spread of such
gamification is largely due to the development of online
education and the introduction of automated LMS into
schools and universities, that is, to the already existing
digital platforms that play the role of an intermediary
between the student and the educational structure.</p>
      <p>In Russia, gamification educational systems are just
beginning to be introduced. Of the most famous examples
of the game approach in education, we note a gymnasium
(high school) near Moscow named after E.M. Primakov,
which opened in 2017. It has a command-competitive
system that can be described as a cross between Harry
Potter and Game of Thrones: each student is attached to one
of four houses (each with its own emblem and motto), of
which only one becomes the winner (the house that scores
the most points).</p>
      <p>NEW APPROACH TO SCHOOL EDUCATION
As part of the activities of the Sberbank Charitable
Foundation “Investment to the Future” (whose activities are
focused on supporting the development of a modern
Russian educational model), a set of principles and
recommendations was developed for 21st century Russian
schools. Three key principles were recognized:
personalization, the development of soft skills and real-life
relevance. In addition, a special emphasis was placed on
cooperation and mutual support among students. That is, it
was specifically stated that in no case should
competitiveness be encouraged.</p>
      <p>
        It was decided that this educational model would be
supplemented with gamification. For the Gamification Lab,
this meant one thing: there should not be leaderboards in
the system. Consequently, there could be no talk of any
PBL gamification. It should be a new gamification system,
built on new values – values of mutual aid and mutual
support (as rightly noted by van Roy and Zaman, it is
around individualistic values that all Western educational
systems are built [
        <xref ref-type="bibr" rid="ref2">10</xref>
        ]). In addition, as decided by the staff
of the Laboratory, the system should help learning, and not
just be an afterthought.
      </p>
      <p>GAMIFICATION MODEL
The Laboratory had to develop a model of a gamification
system that would support cooperation, be suitable for
education and at the same time be compact enough that its
programming would not take too long. An additional
limitation was the lack of real incentives in the form of, for
example, visits to the company based on the interests of
students (note that such activities are planned for the next
stages of the project).</p>
      <p>As a result, the Gamification Lab decided on a cyclical
gamification system built on the basis of six game
elements: avatars, quests, points, levels, achievements,
stickers. The consistency of this model is easy to describe
by means of three cycles connecting the elements with each
other (Figure 1).</p>
      <p>Internal cycle: avatar =&gt; quests =&gt; achievements =&gt; avatar.
Middle cycle: avatar =&gt; quests =&gt; stickers =&gt; avatar.
External cycle: avatar =&gt; quests =&gt; points =&gt; levels =&gt;
stickers =&gt; avatar.</p>
      <p>In order to describe in more detail the systematic nature of
the gamification system, consider each element separately:
An avatar is a complex element. It consists of two types of
images - character and background. At first, the images are
all the same, but over time, they can be modified. These
images are taken from the collection of accumulated
stickers (each sticker contains an image that can be placed
on the student's personal page). Thus, each page is
customizable and personalized (the theory of
selfdetermination has long indicated the importance of such
things).</p>
      <p>Quests are also a complex element. Quests are of three
types: basic (what each student must do), side (what
students performs if they feel like it) and boss fights (the
most difficult and important tasks; they can also be basic
and side quests). In addition, quests are individual and
cooperative (cooperative is designated as more important).
The role of quests is to turn the educational process into an
epic, meaningful journey.</p>
      <p>Points are an element of positive feedback. For completing
quests student receives points. The more important the task,
the more points earned. The value of points – instant
feedback, gives meaning to even the most simple, routine
tasks.</p>
      <p>Levels are an element of positive feedback that
characterizes student progress. Levels are achieved by
obtaining a certain number of points. For each received
level, the student receives a set of stickers and a status.
Achievements – are a type of positive feedback, marking
the special, exceptional merit of the student. The most
important badges are given for special merit in matters of
cooperation and mutual assistance. That is, if a student
receives a badge for helping others, it does not just set
him/her apart from the rest, but also obliges him/her to
continue assisting those who need help. The remaining
(more traditional) badges are achieved for special services
performed in completing quests, points earned, levels
earned and stickers found.</p>
      <p>The sticker is a digital card containing an image, minimal
text, as well as metadata indicating when and for what
action it was received. Images are of three types:
personalities (real and fictional, for example: Napoleon or
Don Quixote), events (natural and cultural, for example: the
emergence of life or the beginning of the Second World
War) and artifacts (the most important things and
accessories, such as a wheel or a camera obscura). The
main function of stickers is to be collectible (stickers are
related to quests, but not directly “complete such and such
quest – receive such and such sticker”, and within a certain
range: “complete such and such quest – receive one of the
possible stickers in this case”). Another function:
individualization (stickers are not only collected, but also
set as an avatar). In addition, each sticker is associated with
the material of the school educational program; therefore, it
is simultaneously a mnemonic device. Viewing, collecting
and exchanging stickers seems to lead to better
memorization of new, as well as a fixation on fascinating
older material.</p>
      <p>HYPOTHESES
In September 2019, the system will be launched in fifteen
Russian schools. The Gamification Lab will move on to the
data collection phase, focusing on the operation of the
system, its success and how it is perceived by teachers and
students. Both quantitative and qualitative research (for
example, interviews with teachers, activelly involved
parents and students) is envisaged. In the course of
research, we plan to test the following set of hypotheses:
H1: Having a customizable and personalized avatar
increases student engagement and affects the desire to
complete more tasks;
H2: Exercises submitted in the form of quests increase the
level of student involvement and positively influence
his/her desire to complete them;
H3: Exercises submitted in the form of quests help students
to be more tolerant of failures and not be afraid to make
mistakes;
H4: Points have a positive effect on the students’ perception
of the educational process, helping them to measure their
progress;
H5: Levels have a positive effect on the students’
perception of the educational process, helping them to
measure their progress, and also provide a tangible goal to
be achieved;
H6: Achievements instruct students to have additional goals
that go beyond the educational process, forming a clear
system of benchmarks and values related to support and
mutual assistance;
H7: Stickers have a positive effect on the memorization and
assimilation of the material studied;
H8: The system as a whole contributes to building stronger
ties between students.
6. Biyun Huang, Khe Foon Hew. 2015. Do points, badges and
leaderboard increase learning and activity: A
quasiexperiment on the effects of gamification. In Proceedings of
the 23rd International Conference on Computers in
Education. China: Asia-Pacific Society for Computers in
Education (November 2015), 275-280.
CONCLUSION
In order for gamification to become an integral part of
school education in Russia, it must demonstrate its
effectiveness and suitability. We want to believe that the
first step on this path has already been taken. Starting in
autumn, the Gamification Lab will proceed to active
research, during which we will try to answer how
successful the proposed gamification system as a whole has
turned out, and how well or poorly it works in its
component parts.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <string-name>
            <given-names>Future</given-names>
            <surname>Internet</surname>
          </string-name>
          ,
          <volume>11</volume>
          , 67 (March
          <year>2019</year>
          ),
          <volume>17</volume>
          pages.
          <source>DOI: 10.3390/fi11030067</source>
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          10. R. van Roy,
          <string-name>
            <given-names>B.</given-names>
            <surname>Zaman</surname>
          </string-name>
          ,
          <source>International Journal of HumanComputer Studies</source>
          (
          <year>2018</year>
          ), https://doi.org/10.1016/j.ijhcs.
          <year>2018</year>
          .
          <volume>04</volume>
          .009
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>