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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">vestsutmb</journal-id><journal-title-group><journal-title xml:lang="ru">Вестник Тамбовского университета. Серия: Гуманитарные науки</journal-title><trans-title-group xml:lang="en"><trans-title>Tambov University Review. Series: Humanities</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">1810-0201</issn><issn pub-type="epub">2782-5825</issn><publisher><publisher-name>Derzhavin Tambov State University</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.20310/1810-0201-2025-30-2-376-394</article-id><article-id custom-type="elpub" pub-id-type="custom">vestsutmb-1567</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>ПЕДАГОГИКА ВЫСШЕЙ ШКОЛЫ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>PEDAGOGY OF HIGHER EDUCATION</subject></subj-group></article-categories><title-group><article-title>Эффективность использования игровых паттернов в онлайн-обучении</article-title><trans-title-group xml:lang="en"><trans-title>Effectiveness of game patterns in online learning</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0009-0006-1953-2914</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Бурукина</surname><given-names>И. П.</given-names></name><name name-style="western" xml:lang="en"><surname>Burukina</surname><given-names>I. P.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Бурукина Ирина Петровна, кандидат технических наук, доцент, зав. кафедрой «Системы автоматизированного проектирования</p><p>440026, Российская Федерация, г. Пенза, ул. Красная, 40</p><p>Scopus Author ID: 57223891825</p></bio><bio xml:lang="en"><p>Irina P. Burukina, Cand. Sci. (Engineering), Associate Professor, Head of Computer-Aided Design Systems Department</p><p>40 Krasnaya St., Penza, 440026</p><p>Scopus Author ID: 57223891825</p></bio><email xlink:type="simple">burukinairina@gmail.com</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>ФГБОУ ВО «Пензенский государственный университет»</institution><country>Россия</country></aff><aff xml:lang="en"><institution>Penza State University</institution><country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2025</year></pub-date><pub-date pub-type="epub"><day>30</day><month>06</month><year>2025</year></pub-date><volume>30</volume><issue>2</issue><fpage>376</fpage><lpage>394</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Бурукина И.П., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Бурукина И.П.</copyright-holder><copyright-holder xml:lang="en">Burukina I.P.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://vestsutmb.elpub.ru/jour/article/view/1567">https://vestsutmb.elpub.ru/jour/article/view/1567</self-uri><abstract><sec><title>Актуальность</title><p>Актуальность. Современное образование претерпевает трансформации из-за стремительного развития информационно-коммуникационных технологий и массового перехода к дистанционным формам обучения. Данный переход сопряжен с проблемой низкой вовлеченности учащихся, что требует обновления педагогических методик и поиска инновационных динамических форм взаимодействия с учебным материалом. Игровые паттерны – перспективные инструменты повышения вовлеченности в учебный процесс. Несмотря на положительную динамику, эмпирические исследования, подтверждающие эффективность игровых паттернов, ограничены. Цель исследования – изучить влияние игровых паттернов на академические результаты онлайн-обучения, определить факторы, обеспечивающие успех применения игровых паттернов, и разработать практические рекомендации, гармонично сочетающие развлекательные формы подачи учебного материала с достижением значимых образовательных целей.</p></sec><sec><title>Методы исследования</title><p>Методы исследования. Предложена оригинальная методика анализа влияния игровых паттернов на успеваемость учащихся, основанная на применении корреляционного и регрессионного анализа. Экспериментальная проверка методики проводилась на реальных учебных данных студентов Пензенского государственного университета.</p></sec><sec><title>Результаты исследования</title><p>Результаты исследования. Апробация научного исследования проводилась в форме эксперимента по сравнению учебных достижений двух групп обучающихся: экспериментальной, осваивающей учебную дисциплину в онлайн-формате с использованием игровых паттернов, и контрольной, изучающей тот же предмет в онлайн-формате без внедрения указанных элементов. В качестве участников эксперимента были привлечены студенты третьего курса Пензенского государственного университета, обучающиеся по направлению подготовки бакалавров 09.03.01 «Информатика и вычислительная техника». Для обеспечения высокого уровня достоверности и качества эксперимента был проведен расчет необходимого количества участников исследования. Исходные параметры включали уровень значимости α = 0,05, мощность: 1 – β = 0,80 и ожидаемый эффект: d = 0,50. Расчеты показали, что минимально допустимое количество участников каждой группе должно составлять 42 человека. Учитывая возможные потери испытуемых из-за несоблюдения условий эксперимента, общее количество участников было увеличено на 10 %, что привело к итоговому числу – 92 человека. Все учащиеся прошли предварительное электронное тестирование, направленное на оценку их первоначального уровня знаний. По результатам тестирования учащиеся были равномерно распределены таким образом, чтобы обе группы обладали приблизительно одинаковым уровнем подготовки.</p></sec><sec><title>Выводы</title><p>Выводы. Полученные данные свидетельствуют об эффективности внедрения игровых паттернов в процесс онлайн-обучения, подчеркивая их положительное влияние на академическую успеваемость учащихся, а также на развитие важных компетенций, таких как самостоятельность и инициативность учащихся. Проведенное исследование представляет интерес для специалистов в области проектирования электронных образовательных ресурсов, преподавателей и методистов, занимающихся вопросами повышения качества онлайнобучения посредством инновационных подходов.</p></sec></abstract><trans-abstract xml:lang="en"><sec><title>Importance</title><p>Importance. Modern education is undergoing transformations due to the rapid development of information and communication technologies and the massive transition to distance learning. This transition is associated with the problem of low student engagement, which requires updating pedagogical methods and searching for innovative dynamic forms of interaction with educational materials. Game patterns are promising tools for increasing engagement in the learning process. Despite the positive dynamics, empirical studies confirming the effectiveness of game patterns are limited. The purpose of the study is to investigate the influence of game patterns on the academic results of online learning, to identify the factors that ensure the success of using game patterns, and to develop practical recommendations that harmoniously combine entertaining forms of educational material presentation with the achievement of significant educational goals.</p></sec><sec><title>Research Methods</title><p>Research Methods. An original methodology for analyzing the influence of game patterns on student academic performance is proposed, based on the use of correlation and regression analysis. The methodology experimental verification is carried out on the basis of real educational data from students of Penza State University.</p></sec><sec><title>Results and Discussion</title><p>Results and Discussion. The research approbation is carried out in the form of an experiment comparing the academic achievements of two groups of students: an experimental one, mastering an academic discipline in an online format using game patterns, and a control one, studying the same subject in an online format without introducing these elements. The third-year students of Penza State University, studying in the bachelor’s degree program 09.03.01 “Computer Science and Computer Engineering”, are involved as participants in the experiment. To ensure a high level of reliability and quality of the experiment, the required number of study participants is calculated. The initial parameters included significance level α = 0.05, power: 1 – β = 0.80, and expected effect: d = 0.50. Calculations have shown that the minimum allowed number of participants in each group should be 42 people. Taking into account the possible losses of subjects due to noncompliance with the conditions of the experiment, the total number of participants is increased by 10 %, which led to a total number of 92 people. All students passed a preliminary electronic test aimed at assessing their initial level of knowledge. According to the test results, the students are evenly distributed so that both groups had approximately the same level of training.</p></sec><sec><title>Conclusion</title><p>Conclusion. The data obtained indicate the effectiveness of game patterns introduction into the online learning process, emphasizing their positive impact on the students’ academic performance, as well as on the important competencies development such as independence and initiative of students. This study is of interest to specialists in the field of designing electronic educational resources, teachers and methodologists involved in improving the quality of online learning through innovative approaches.</p></sec></trans-abstract><kwd-group xml:lang="ru"><kwd>игровые паттерны</kwd><kwd>эффективность</kwd><kwd>онлайн-обучение</kwd><kwd>вовлеченность</kwd><kwd>успеваемость</kwd><kwd>корреляционно-регрессионный анализ</kwd><kwd>рекомендации</kwd></kwd-group><kwd-group xml:lang="en"><kwd>gamification</kwd><kwd>effectiveness</kwd><kwd>online learning</kwd><kwd>engagement</kwd><kwd>academic performance</kwd><kwd>recommendations</kwd><kwd>correlation-regression analysis</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Godsk M., Møller K.L. Engaging students in higher education with educational technology // Education and Information Technologies. 2025. № 30. 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