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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">kvmolur</journal-id><journal-title-group><journal-title xml:lang="ru">Образование и саморазвитие</journal-title><trans-title-group xml:lang="en"><trans-title>Education and Self-Development</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">1991-7740</issn><publisher><publisher-name>Казанский (Приволжский) федеральный университет</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.26907/esd.20.3.05</article-id><article-id custom-type="edn" pub-id-type="custom">MKLEGK</article-id><article-id custom-type="elpub" pub-id-type="custom">kvmolur-146</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>Статьи</subject></subj-group></article-categories><title-group><article-title>Оценка Quizizz как геймифицированного средства обучения в высшем образовании: исследование восприятия испанского образования студентами-бакалаврами (на основе академической успеваемости)</article-title><trans-title-group xml:lang="en"><trans-title>Assessing Quizizz as a gamified teaching tool in higher education: A study of Spanish Education undergraduates’ perceptions based on academic performance</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-1971-7904</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Мартин-дель-Посо</surname><given-names>М.</given-names></name><name name-style="western" xml:lang="en"><surname>Martín-del-Pozo</surname><given-names>M.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Марта Мартин-дель-Посо</p><p>Саламанка</p></bio><bio xml:lang="en"><p>Marta Martín-del-Pozo</p><p>Salamanca</p></bio><email xlink:type="simple">mmdp@usal.es</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0009-0002-2196-5226</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Патросинио-Браз</surname><given-names>А.</given-names></name><name name-style="western" xml:lang="en"><surname>Patrocinio-Braz</surname><given-names>A.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Антонио Патросинио-Браз</p><p>Саламанка</p></bio><bio xml:lang="en"><p>Antonio Patrocinio-Braz</p><p>Salamanca</p></bio><email xlink:type="simple">antoniopb97@usal.es</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-6925-889X</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Мена</surname><given-names>Х.</given-names></name><name name-style="western" xml:lang="en"><surname>Mena</surname><given-names>Ju.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Хуан Мена</p><p>Саламанка</p></bio><bio xml:lang="en"><p>Juanjo Mena</p><p>Salamanca</p></bio><email xlink:type="simple">juanjo_mena@usal.es</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Университет Саламанки</institution><country>Испания</country></aff><aff xml:lang="en"><institution>University of Salamanca</institution><country>Spain</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2025</year></pub-date><pub-date pub-type="epub"><day>05</day><month>10</month><year>2025</year></pub-date><volume>20</volume><issue>3</issue><fpage>55</fpage><lpage>71</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Мартин-дель-Посо М., Патросинио-Браз А., Мена Х., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Мартин-дель-Посо М., Патросинио-Браз А., Мена Х.</copyright-holder><copyright-holder xml:lang="en">Martín-del-Pozo M., Patrocinio-Braz A., Mena J.</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://kvmolur.elpub.ru/jour/article/view/146">https://kvmolur.elpub.ru/jour/article/view/146</self-uri><abstract><p>   Геймификация в высшем образовании способствует процессу обучения, развитию ключевых компетенций. Quizizz – это игровой инструмент, который все чаще используется в преподавании. Существующие исследования характеризуются фокусом на мотивационный потенциал геймифицированных инструментов, при этом лишь небольшое количество исследований посвящено тому, как академическая успеваемость студентов связана с восприятием вышеуказанных инструментов. Понимание того, как учащиеся с более высокими образовательными результатами оценивают геймифицированные инструменты, поможет преподавателям в создании более эффективных условий обучения. Данное исследование, разработанное в рамках количественного анализа постфактум, было направлено на изучение того, каким образом студенты бакалавриата оценивают Quizizz в качестве учебного ресурса. В общей сложности в исследовании приняли участие 263 студента, обучающихся по двум образовательным программам в Университете Саламанки (Испания). Были выявлены существенные различия в оценках обучающихся, включая оценивание на экзаменах по предмету, а также итоговую аттестацию. Обучающиеся на «отлично» неизменно давали более положительные оценки инструменту Quizizz, особенно его преимуществам, способствующим изучению программного материала и повышению мотивации. Полученные результаты свидетельствуют о важности учета успеваемости при интерпретации тех отзывов, которые дают обучающиеся в отношении образовательных инструментов. Исследование позволяет сделать вывод о том, что, несмотря на то что геймифицированные инструменты в целом хорошо воспринимаются студентами-бакалаврами, их следует применять обдуманно, возможно в сочетании с другими аналоговыми и цифровыми ресурсами для обеспечения сбалансированности и методической обоснованности образовательного процесса.</p></abstract><trans-abstract xml:lang="en"><p>   Gamification in higher education supports instruction and develops key competences. Quizizz is an extended gamified tool increasingly used in teaching contexts. While previous studies have primarily focused on their motivational potential, fewer studies have examined how students’ academic performance relates to their perceptions of these tools. Understanding whether higher-achieving students assess gamified tools more positively can provide educators with insights for designing more effective learning environments. This study, framed within a quantitative ex-post facto design, aimed to explore education undergraduates’ assessments of Quizizz as a teaching resource. A total of 263 Spanish university students enrolled in two education-related programs at the University of Salamanca (Spain) participated. Additionally, significant differences were observed in students’ assessments based on both their subject exam and final grades. Students who obtained “Excellent” marks consistently gave more favourable assessments of Quizizz, especially in terms of its perceived benefits for reviewing content, increasing motivation, and supporting learning, among others. These findings highlight the importance of considering academic performance when interpreting student feedback on educational tools. In conclusion, while gamification is generally well received, it should be applied thoughtfully and in combination with other analogue and digital resources to ensure a balanced and pedagogically sound learning environment.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>геймификация</kwd><kwd>студенты-бакалавры</kwd><kwd>восприятие</kwd><kwd>академическая успеваемость</kwd><kwd>образовательные технологии</kwd></kwd-group><kwd-group xml:lang="en"><kwd>gamification</kwd><kwd>undergraduate students</kwd><kwd>perceptions</kwd><kwd>academic performance</kwd><kwd>educational technology</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">Aguas-Viloria, D., &amp; Buelvas-Sierra, R. B. (2024). Hacia un aprendizaje significativo de matemáticas: identificación y superación de dificultades en números enteros. 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