<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.3 20210610//EN" "JATS-journalpublishing1-3.dtd">
<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">haed</journal-id><journal-title-group><journal-title xml:lang="ru">ЧЕЛОВЕК И ОБРАЗОВАНИЕ</journal-title><trans-title-group xml:lang="en"><trans-title>MAN AND EDUCATION</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">1815-7041</issn><publisher><publisher-name>Federal State University of Education</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.54884/1815-7041-2025-83-2-129-141</article-id><article-id custom-type="elpub" pub-id-type="custom">haed-49</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>ОБРАЗОВАТЕЛЬНЫЕ СИСТЕМЫ И ТЕХНОЛОГИИ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>EDUCATIONAL SYSTEMS AND TECHNOLOGIES</subject></subj-group></article-categories><title-group><article-title>Стратегическое направление цифровой трансформации образовательного процесса – внедрение адаптивных образовательных игр</article-title><trans-title-group xml:lang="en"><trans-title>Strategic direction of digital transformation of educational process – implementation of adaptive educational games</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0003-2318-2241</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Федорчук</surname><given-names>Ю. М.</given-names></name><name name-style="western" xml:lang="en"><surname>Fedorchuk</surname><given-names>Yu. M.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Федорчук Юлия Михайловна – доктор экономических наук, доцент, главный научный сотрудник.</p><p>Москва</p></bio><bio xml:lang="en"><p>Yulia M. Fedorchuk – Doctor of economic sciences, Associate professor, Chief Researcher.</p><p>Moscow</p></bio><email xlink:type="simple">yu.fedorchuk@ficto.ru</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Федеральный институт цифровой трансформации в сфере образования</institution></aff><aff xml:lang="en"><institution>Federal Institute for Digital Transformation in Education</institution></aff></aff-alternatives><pub-date pub-type="collection"><year>2025</year></pub-date><pub-date pub-type="epub"><day>24</day><month>08</month><year>2025</year></pub-date><volume>0</volume><issue>2</issue><fpage>129</fpage><lpage>141</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Федорчук Ю.М., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Федорчук Ю.М.</copyright-holder><copyright-holder xml:lang="en">Fedorchuk Y.M.</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://haed.elpub.ru/jour/article/view/49">https://haed.elpub.ru/jour/article/view/49</self-uri><abstract><p>Информационные технологии и современные запросы общества эволюционным образом трансформируют всю систему образования. Представители поколений A и Z, выросшие в условиях постоянного взаимодействия с информационными технологиями, такими как стриминговые сервисы, устройства с искусственным интеллектом, мобильные виртуальные среды, предъявляют новые требования к методикам обучения. Линейные модели передачи знаний, традиционно используемые в обучении, теряют свою эффективность, уступая место персонализированным и интерактивным методам, которые становятся ключевыми запросами обучающихся на всех уровнях образования. К тому же, одной из наиболее значимых педагогических проблем современного образовательного процесса является снижение мотивации к обучению у обучающихся. В этих условиях геймификация и образовательные игры выступают не просто инновационным педагогическим инструментом, а стратегической необходимостью для массового образования. Многие страны уже интегрировали геймификацию в свои образовательные стратегии. Персонализация, основанная на аналитике разнородных данных, стала доступной с внедрением технологий искусственного интеллекта и открывает возможности для реализации своевременных и предиктивных педагогических решений. Данная статья посвящена исследованию внедрения адаптивных образовательных игр как стратегического направления цифровой трансформации образования. Эти игры базируются на принципах цифровой дидактики и использовании технологий искусственного интеллекта, что позволяет эффективно решать задачи персонализации обучения и повышения мотивации обучающихся.</p></abstract><trans-abstract xml:lang="en"><p>Information technologies and modern demands of society are evolutionarily transforming the entire education system. Representatives of generations A and Z, who grew up in conditions of constant interaction with information technologies, such as streaming services, devices with artificial intelligence, mobile virtual environments, provide new demands on teaching methods. Linear models of knowledge transfer traditionally used in teaching are losing their effectiveness, giving way to personalized and interactive methods, which are becoming key requests of students at all levels of education. In addition, one of the most significant pedagogical problems of the modern educational process is the decrease in motivation for learning among students. In these conditions, gamification and educational games are not just an innovative pedagogical tool, but a strategic necessity for mass education. Many countries have already integrated gamification into their educational strategies. Personalization based on the analysis of heterogeneous data has become available with the introduction of artificial intelligence technologies and opens up opportunities for the implementation of timely and predictive pedagogical solutions. This article is devoted to the study of the implementation of adaptive educational games as a strategic direction of digital transformation of education. These games are based on the principles of digital didactics and the use of artificial intelligence technologies, which provides effective solving problems of personalizing of learning and increasing students’ motivation.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>образовательный процесс</kwd><kwd>геймификация</kwd><kwd>адаптивные образовательные игры</kwd><kwd>искусственный интеллект</kwd><kwd>педагогическая технология</kwd><kwd>аналитика данных</kwd><kwd>персонализация</kwd></kwd-group><kwd-group xml:lang="en"><kwd>educational process</kwd><kwd>gamification</kwd><kwd>adaptive educational games</kwd><kwd>artificial intelligence</kwd><kwd>educational technology</kwd><kwd>data analytics</kwd><kwd>personalization</kwd></kwd-group><funding-group><funding-statement xml:lang="ru">научно-исследовательская работа выполнена при финансовой поддержке Минпросвещения России по теме «Разработка стратегических направлений развития образования и методологии проектирования региональных программ развития образования на основе анализа больших данных» (регистрационный номер ЕГИСУ НИОКТР 1024120500010-0-5.3.1)</funding-statement><funding-statement xml:lang="en">the study was supported by the Russian Ministry of Education, topic “Designing strategic directions for development of education and methodology for designing regional programs for development of education based on big data analysis” (EGISU R&amp;D registration number 1024120500010-0-5.3.1)</funding-statement></funding-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Education at a glance 2024: OECD Indicators. Paris: OECD Publishing. URL: https://doi.org/10.1787/c00cad36-en (дата обращения: 20.03.2025).</mixed-citation><mixed-citation xml:lang="en">Education at a Glance 2024: OECD Indicators (2024) Paris: OECD Publishing. Available at: https://doi.org/10.1787/c00cad36-en. (Accessed: 20 March 2025).</mixed-citation></citation-alternatives></ref><ref id="cit2"><label>2</label><citation-alternatives><mixed-citation xml:lang="ru">Toda A., Palomino P., Oliveira W., Rodrigues L., Klock A. How to gamify learning systems? An experience report using the design sprint method and a taxonomy for gamification elements in education // Educational Technology &amp; Society. 2019. № 22 (3). Pp. 47–60.</mixed-citation><mixed-citation xml:lang="en">Toda, A., Palomino, P., Oliveira,W., Rodrigues, L., Klock, A. (2019) How to gamify learning systems? An experience report using the design sprint method and a taxonomy for gamification elements in education. Educational Technology &amp; Society, no. 22 (3), pp. 47–60.</mixed-citation></citation-alternatives></ref><ref id="cit3"><label>3</label><citation-alternatives><mixed-citation xml:lang="ru">Wooten M. The best tech tools for gamified learning in the classroom. Mirror Review, 2024. URL: https://www.mirrorreview.com/tech-tools-for-gamified-learning/ (дата обращения: 20.03.2025).</mixed-citation><mixed-citation xml:lang="en">Wooten, M. (2024) The best tech tools for gamified learning in the classroom. Mirror Review. Available at: https://www.mirrorreview.com/tech-tools-for-gamified-learning/ (Accessed: 20 March 2025).</mixed-citation></citation-alternatives></ref><ref id="cit4"><label>4</label><citation-alternatives><mixed-citation xml:lang="ru">Караваев Н.Л., Соболева Е.В. Совершенствование методологии геймификации учебного процесса в цифровой образовательной среде. Киров: Вятский государственный университет, 2019. 105 с.</mixed-citation><mixed-citation xml:lang="en">Karavaev, N. L., Soboleva, E.V. (2019) Improving the methodology of gamification of the educational process in the digital educational environment. Kirov: Vyatka State University. (In Russ.)</mixed-citation></citation-alternatives></ref><ref id="cit5"><label>5</label><citation-alternatives><mixed-citation xml:lang="ru">Deterding S., Dixon D., Khaled R., &amp; Nacke L. From game design elements to gamefulness: defining «gamification»: Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, 2011. Pp. 9-15. URL: https://www.researchgate.net/publication/230854710_From_Game_Design_Elements_to_Gamefulness_Defining_Gamification (дата обращения: 23.01.2025).</mixed-citation><mixed-citation xml:lang="en">Deterding, S., Dixon, D., Khaled, R., &amp; Nacke, L. (2011) From game design elements to gamefulness: defining “gamification”. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pp. 9-15. Available at: https://www.researchgate.net/publication/230854710_From_Game_Design_Elements_to_Gamefulness_Defining_Gamification (Accessed: 23 January 2025).</mixed-citation></citation-alternatives></ref><ref id="cit6"><label>6</label><citation-alternatives><mixed-citation xml:lang="ru">Hamari J., Koivisto J., &amp; Sarsa H. Does gamification work? A literature review of empirical studies on gamification, 2014. 47th Hawaii International Conference on System Sciences. URL: https://sci-hub.ru/10.1109/HICSS.2014.377 (дата обращения: 23.01.2025). - DOI 10.1109/hicss.2014.377.</mixed-citation><mixed-citation xml:lang="en">Hamari, J., Koivisto, J., &amp; Sarsa, H. (2014).Does gamification work? A literature review of empirical studies on gamification. 47th Hawaii International Conference on System Sciences. Available at: https://sci-hub.ru/10.1109/HICSS.2014.377 (Accessed: 23 January 2025). - DOI 10.1109/hicss.2014.377.</mixed-citation></citation-alternatives></ref><ref id="cit7"><label>7</label><citation-alternatives><mixed-citation xml:lang="ru">Domínguez A., Saenz-de-Navarrete J., De-Marcos L. Gamifying learning experiences: practical implications and outcomes // Computers &amp; Education. 2013. 63(1). Pp. 380-392.- DOI:10.1016/j.compedu.2012.12.020</mixed-citation><mixed-citation xml:lang="en">Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L. (2013) Gamifying learning experiences: practical implications and outcomes. Computers &amp; Education, no. 63(1), pp. 380-392. DOI:10.1016/j.compedu.2012.12.</mixed-citation></citation-alternatives></ref><ref id="cit8"><label>8</label><citation-alternatives><mixed-citation xml:lang="ru">Hanus M.D., &amp; Fox J. Assessing the effects of gamification in the classroom // Computer Education. 2015. 80 (1). Pp. 152–161. URL: https://doi.org/10.1016/J.COMPEDU.2014.08.019 (дата обращения: 23.01.2025).</mixed-citation><mixed-citation xml:lang="en">Hanus, M.D., &amp; Fox, J. (2015). Assessing the effects of gamification in the classroom. Computer Education, no. 80 (1), pp. 152–161. Available at: doi.org/10.1016/J.COMPEDU.2014.08.019 (Accessed: 23 January 2025).</mixed-citation></citation-alternatives></ref><ref id="cit9"><label>9</label><citation-alternatives><mixed-citation xml:lang="ru">Dayang N., Mayyadah J, Altaie A. Adaptive gamification framework to promote computational thinking in 8-13 year olds // Journal of e-Learning and Knowledge Society. 2021. Vol 17. № 3. URL: https://doi.org/10.20368/1971-8829/1135552 (дата обращения: 23.01.2025).</mixed-citation><mixed-citation xml:lang="en">Dayang, N., Mayyadah, J, Altaie, A. (2021) Adaptive gamification framework to promote computational thinking in 8-13 year olds. Journal of e-Learning and Knowledge Society, vol. 17, no. 3. Available at: https://doi.org/10.20368/1971-8829/1135552 (Accessed: 23 January 2025).</mixed-citation></citation-alternatives></ref><ref id="cit10"><label>10</label><citation-alternatives><mixed-citation xml:lang="ru">Хейзинга Й. Homo Ludens. М.: Прогресс, 1992. 458 c.</mixed-citation><mixed-citation xml:lang="en">Huizinga, J. (1992) Homo Ludens. Moscow: Progress. (In Russ.)</mixed-citation></citation-alternatives></ref><ref id="cit11"><label>11</label><citation-alternatives><mixed-citation xml:lang="ru">Муравская С.А., Смирнова М.М. Геймификация: подходы к определению и основные направления исследований в менеджменте // Вестник Санкт-Петербургского университета. Менеджмент. 2019. № 4. URL: https://cyberleninka.ru/article/n/geymifikatsiya-podhody-k-opredeleniyu-i-osnovnye-napravleniya-issledovaniy-v-menedzhmente (дата обращения: 03.04.2025).</mixed-citation><mixed-citation xml:lang="en">Muravskaya, S.A., Smirnova, M.M. (2019) Gamification: approaches to definition and main directions of research in management. Bulletin of St. Petersburg University. Management, no. 4. Available at: https://cyberleninka.ru/article/n/geymifikatsiya-podhody-k-opredeleniyu-i-osnovnye-napravleniya-issledovaniy-v-menedzhmente (Accessed: 03 April 2025). (In Russ.)</mixed-citation></citation-alternatives></ref><ref id="cit12"><label>12</label><citation-alternatives><mixed-citation xml:lang="ru">Панова А.Н. История развития деловой игры как одного из методов активного обучения // Психология и педагогика: методика и проблемы практического применения. 2010. № 17. URL: https://cyberleninka.ru/article/n/istoriya-razvitiya-delovoy-igry-kak-odnogo-iz-metodov-aktivnogo-obucheniya (дата обращения: 20.03.2025).</mixed-citation><mixed-citation xml:lang="en">Panova, A.N. (2010)History of the development of a business game as one of the methods of active learning. Psychology and pedagogy: methods and problems of practical application, no. 17. Available at: https://cyberleninka.ru/article/n/istoriya-razvitiya-delovoy-igry-kak-odnogo-iz-metodov-aktivnogo-obucheniya (Accessed: 20 March 2025) (In Russ.)</mixed-citation></citation-alternatives></ref><ref id="cit13"><label>13</label><citation-alternatives><mixed-citation xml:lang="ru">Щедровицкий П.Г. К анализу топики организационно-деятельностных игр. Пущино, 1987. 42 с.</mixed-citation><mixed-citation xml:lang="en">Shcherovitsky, P. G. (1987) On the analysis of the topics of organizational and activity games. Pushchino. (In Russ.)</mixed-citation></citation-alternatives></ref><ref id="cit14"><label>14</label><citation-alternatives><mixed-citation xml:lang="ru">Шпаковский Ю. Ф., Данилюк М.Д. Видеоигры в процессе образования / Труды БГТУ. Серия 4: Принт- и медиатехнологии. 2018. № 1 (207). URL: https://cyberleninka.ru/article/n/videoigry-v-protsesse-obrazovaniya (дата обращения: 10.03.2025).</mixed-citation><mixed-citation xml:lang="en">Shpakovsky, Yu. F., Danilyuk, M.D. (2018) Video games in the education process. In: Proceedings of BSTU. Series 4: Print and Media Technologies, no. 1 (207). Available at: https://cyberleninka.ru/article/n/videoigry-v-protsesse-obrazovaniya (accessed: 10.03.2025).(In Russ.)</mixed-citation></citation-alternatives></ref><ref id="cit15"><label>15</label><citation-alternatives><mixed-citation xml:lang="ru">Самофалова М.В. Адаптивное обучение как новая образовательная технология // Гуманитарные и социальные науки. 2020. № 6. URL: https://cyberleninka.ru/article/n/adaptivnoe-obuchenie-kak-novaya-obrazovatelnaya-tehnologiya (дата обращения: 03.04.2025).</mixed-citation><mixed-citation xml:lang="en">Samofalova, M.V. (2020) Adaptive learning as a new educational technology. Humanities and Social Sciences, no. 6. Available at: https://cyberleninka.ru/article/n/adaptivnoe-obuchenie-kak-novaya-obrazovatelnaya-tehnologiya (Accessed: 03 April 2025). (In Russ.)</mixed-citation></citation-alternatives></ref><ref id="cit16"><label>16</label><citation-alternatives><mixed-citation xml:lang="ru">Шабалина О.А., Давтян А.Г., Катаев А.В., Алимов А. А. Адаптивные обучающие игры как тренд развития обучающегося // ИТНОУ: информационные технологии в науке, образовании и управлении. 2018. № 4 (8). URL: https://cyberleninka.ru/article/n/adaptivnye-obuchayuschie-igry-kak-trend-razvitiya-obuchayuschego-po (дата обращения: 03.04.2025).</mixed-citation><mixed-citation xml:lang="en">Shabalina, O.A., Davtyan, A.G., Kataev, A.V., Alimov, A.A. (2018) Adaptive educational games as a trend in learner development. ITNOU: Information Technologies in Science, Education and Management, no. 4 (8). Available at: https://cyberleninka.ru/article/n/adaptivnye-obuchayuschie-igry-kak-trend-razvitiya-obuchayuschego-po (Accessed: 03 April 2025). (In Russ.)</mixed-citation></citation-alternatives></ref><ref id="cit17"><label>17</label><citation-alternatives><mixed-citation xml:lang="ru">Добрица В. П., Горюшкин Е. И. Применение интеллектуальной адаптивной платформы в образовании // Auditorium. 2019. № 1 (21). URL: https://cyberleninka.ru/article/n/primenenie-intellektualnoy-adaptivnoy-platformy-v-obrazovanii (дата обращения: 03.04.2025).</mixed-citation><mixed-citation xml:lang="en">Dobritsa, V.P., Goryushkin, E.I. (2019) Application of an intelligent adaptive platform in education. Auditorium, no. 1 (21). Available at: https://cyberleninka.ru/article/n/primenenie-intellektualnoy-adaptivnoy-platformy-v-obrazovanii (Accessed: 03 April 2025). (In Russ.)</mixed-citation></citation-alternatives></ref><ref id="cit18"><label>18</label><citation-alternatives><mixed-citation xml:lang="ru">Полутина Н.С. Актуальные направления исследований в психологии компьютерной игры // ИТС. 2010. № 4. URL: https://cyberleninka.ru/article/n/aktualnye-napravleniya-issledovaniy-v-psihologii-kompyuternoy-igry (дата обращения: 20.03.2025).</mixed-citation><mixed-citation xml:lang="en">Polutina, N.S. (2010) Current research directions in the psychology of computer games. ITS, no. 4. Available at: https://cyberleninka.ru/article/n/aktualnye-napravleniya-issledovaniy-v-psihologii-kompyuternoy-igry (Accessed: 20 March 2025). (In Russ.)</mixed-citation></citation-alternatives></ref><ref id="cit19"><label>19</label><citation-alternatives><mixed-citation xml:lang="ru">Martin, B., Mitrovic, A., Koedinger, K. R., &amp; Mathan, S. Evaluating and improving adaptive educational systems with learning curves // User Modeling and User-Adapted Interaction. 2005. № 21(3). Pр. 249- 283.</mixed-citation><mixed-citation xml:lang="en">Martin, B., Mitrovic, A., Koedinger, K. R., &amp; Mathan, S. (2005) Evaluating and improving adaptive educational systems with learning curves. User Modeling and User-Adapted Interaction, no. 21(3), pp. 249-283.</mixed-citation></citation-alternatives></ref><ref id="cit20"><label>20</label><citation-alternatives><mixed-citation xml:lang="ru">Chen S., Sue P.-J. Constructing concept maps for adaptive learning systems based on data mining techniques // Expert Syst. Appl. 2013. № 7. Pp. 2746-2755.</mixed-citation><mixed-citation xml:lang="en">Chen, S., Sue, P.-J. (2013) Constructing concept maps for adaptive learning systems based on data mining techniques. Expert Syst. Appl, no. 7, pp. 2746-2755.</mixed-citation></citation-alternatives></ref><ref id="cit21"><label>21</label><citation-alternatives><mixed-citation xml:lang="ru">Tumenayu O. O., Shabalina O., Kamaev V., &amp; Davtyan A. Using agent-based technologies to enhance learning in educational games / Proceedings of the International Conference e-Learning 2014. Part of the Multi Conference on Computer Science and Information Systems, MCCSIS, 2014. Pp. 149-155.</mixed-citation><mixed-citation xml:lang="en">Tumenayu, O.O., Shabalina, O., Kamaev, V., &amp; Davtyan, A. (2014) Using agent-based technologies to enhance learning in educational games. In: Proceedings of the International Conference e-Learning 2014 - Part of the Multi Conference on Computer Science and Information Systems, MCCSIS, pp. 149-155.</mixed-citation></citation-alternatives></ref><ref id="cit22"><label>22</label><citation-alternatives><mixed-citation xml:lang="ru">Кириченко Д.В., Галагузова Ю.Н. Геймификация в работе учителя общеобразовательной школы: опыт и перспективы // Педагогическое образование в России. 2022. № 3. С. 13-19.</mixed-citation><mixed-citation xml:lang="en">Kirichenko, D.V., Galaguzova, Yu.N. (2022) Gamification in the work of a comprehensive school teacher: experience and prospects. Pedagogical Education in Russia, no. 3, pp. 13-19. (In Russ.)</mixed-citation></citation-alternatives></ref><ref id="cit23"><label>23</label><citation-alternatives><mixed-citation xml:lang="ru">Чагин С.C. Геймификация профессионального образования: стоит ли игра свеч? // Профессиональное образование и рынок труда. 2021. № 1 (44). URL: https://cyberleninka.ru/article/n/geymifikatsiya-professionalnogo-obrazovaniya-stoit-li-igra-svech (дата обращения: 03.04.2025).</mixed-citation><mixed-citation xml:lang="en">Chagin, S.S. (2021) Gamification of professional education: is the game worth the candle? Professional Education and Labor Market, no. 1 (44). Available at: https://cyberleninka.ru/article/n/geymifikatsiya-professionalnogo-obrazovaniya-stoit-li-igra-svech (Accessed: 03 April 2025). (In Russ.)</mixed-citation></citation-alternatives></ref><ref id="cit24"><label>24</label><citation-alternatives><mixed-citation xml:lang="ru">Ascione L. CodeCombat adds game, web development to coding platform / eSchool News. Educational Innovations, Insights &amp; Resources, 2016. URL: https://www.eschoolnews.com/ancillary/2016/08/30/codecombat-adds-game-web-development-coding-platform/ (дата обращения: 03.04.2025).</mixed-citation><mixed-citation xml:lang="en">Ascione, L. (2016) CodeCombat adds game, web development to coding platform. eSchool News. Educational Innovations, Insights &amp;Resources. Available at: https://www.eschoolnews.com/ancillary/2016/08/30/codecombat-adds-game-web-development-coding-platform/ (Accessed: 03 April 2025).</mixed-citation></citation-alternatives></ref><ref id="cit25"><label>25</label><citation-alternatives><mixed-citation xml:lang="ru">Williams D. The Impact of SimVenture on the Development of Entrepreneurial Skills in Management Students // Industry and Higher Education. 2015. № 29(5). URL: https://www.researchgate.net/publication/282791331_The_Impact_of_SimVenture_on_the_Development_of_Entrepreneurial_Skills_in_Management_Students (дата обращения: 20.03.2025).</mixed-citation><mixed-citation xml:lang="en">Williams, D. (2015) The Impact of SimVenture on the Development of Entrepreneurial Skills in Management Students. Industry and Higher Education, no. 29 (5). Available at: https://www.researchgate.net/publication/282791331_The_Impact_of_SimVenture_on_the_Development_of_Entrepreneurial_Skills_in_Management_Students (Accessed: 20 March 2025).</mixed-citation></citation-alternatives></ref></ref-list><fn-group><fn fn-type="conflict"><p>The authors declare that there are no conflicts of interest present.</p></fn></fn-group></back></article>
