The education expert spoke about the advantages of game-based teaching methods in schools
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- The education expert spoke about the advantages of game-based teaching methods in schools
Game-based teaching methods in schools are gradually becoming an independent pedagogical technology that promotes the development of students' attention, motivation and skills of the 21st century. Sergey Hakobyan, head of the Product development department of the <url> educational platform, told Izvestia about this on June 30.
New learning logic
Play-based methods help schools meet modern challenges, including encouraging motivation and developing critical thinking. In elementary school, such approaches contribute to the formation of flexible skills, creativity, and teamwork. Hakobyan noted that it is through play situations that children develop the ability to reason and complete a task.
"The point of game approaches is that they embed experience into the lesson, without which it is impossible to form skills of the 21st century. In the game, the child does not get a ready—made algorithm, but he himself is looking for a strategy: he tries, makes mistakes, corrects," he said.
Hakobyan.
Gamification and game learning
There are two main areas in the professional environment: game learning and gamification. In the first case, the game itself, with its plot and rules, becomes a form of learning. An example is the "hero trial" in literature lessons or 3D worlds for teaching programming, where students complete missions instead of listening to lectures.
Gamification is a system of game mechanics such as scores, levels, and leaderboards embedded in a non-game context. These tools create an additional layer of engagement, allowing students to see their own progress.
Effectiveness and risks
Hakobyan highlights the risk of an "over-justification effect," when the pursuit of points can displace a sincere interest in knowledge. A May 2026 study showed that rewards devalue quickly without skill development. The expert emphasizes that to overcome this risk, a competent task design is needed, where points only support interest, but do not replace the meaning of learning.
"Gamification helps a child see progress and receive support, but it is important that the goal is clearly defined from the very beginning. A student should understand that it is necessary to solve a problem, deal with a difficulty, or get a specific result that can be seen," Hakobyan explained.
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