• Home
  • Articles & Issues
    • Current
    • All Issues
  • About
    • Aims and Scope
    • Editorial Board
    • Indexing
    • Sources of Financing
  • For Authors
    • Submission
    • Terms of Publication
    • Formatting Guidelines
    • Peer Review Process
    • Article Processing Charges
    • License Agreement
  • Ethics & Policies
    • Publication Ethics
    • Conflict of Interest
    • Open Access Policy
    • Archiving
    • Complaints Policy
    • Privacy Statement
    • Corrections and Retractions
    • Anti-plagiarism Policy
    • Generative AI Policy
  • Contacts
en English
  • Українська Українська

UkrainianProfessional Education

  • Submit an article
  • Home
  • Articles & Issues
    • Current
    • All Issues
  • About
    • Aims and Scope
    • Editorial Board
    • Indexing
    • Sources of Financing
  • For Authors
    • Submission
    • Terms of Publication
    • Formatting Guidelines
    • Peer Review Process
    • Article Processing Charges
    • License Agreement
  • Ethics & Policies
    • Publication Ethics
    • Conflict of Interest
    • Open Access Policy
    • Archiving
    • Complaints Policy
    • Privacy Statement
    • Corrections and Retractions
    • Anti-plagiarism Policy
    • Generative AI Policy
  • Search
  • Contacts

Article

  • Read article
  • Download article

Received 18.08.2025

Revised 19.11.2025

Accepted 23.12.2025

Published 02.01.2026

Retrieved from Vol. 28, No. 2, 2025

Pages 60 -72

  • 179 Views

Suggested citation

Kotenko, N. (2025). Gamification and artificial intelligence in the process of preparing IT specialists for sustainable development challenges. Pedagogical Sciences, 28(2), 60-72. https://doi.org/10.33989/2524-2474.2025.2.60

Gamification and artificial intelligence in the process of preparing IT specialists for sustainable development challenges

Nataliia Kotenko

Abstract

The aim of the research was to determine the impact of using gamification and artificial intelligence technologies on the development of professional competencies of future specialists in the field of information technology. The methodology included the analysis of the work of 240 students and lecturers in Ukraine across educational programmes such as Software Engineering, Information Management Systems and Technologies, Computer Science and Technology, content analysis, and the isolation of student task performance results based on a survey to assess the ways of integrating modern digital tools into the educational process. The research examined the use of various digital platforms and tools in the learning process. The results showed that the most popular platform among students is Moodle (40%), followed by Google Classroom (30%), while lecturers prefer Google Classroom (40%) and Moodle (20%). The Kahoot platform scored 10% in both groups, and Repl.it proved to be more appealing to students (5%), while GitHub Classroom was preferred by lecturers (15%). Regarding the frequency of gamification use, lecturers use it daily more often (20%), while no student noted daily use; instead, 40% of students indicated the option “Other”, which may suggest irregular or indirect use. On the matter of the convenience of using ChatGPT, 50% of students consider it convenient, but no one rated it as “very convenient”, unlike lecturers, among whom 30% expressed this opinion. According to 20% of students, gamification genuinely helps in better memorisation of material, whereas among lecturers only 10% agree, and 45% find it difficult to answer at all. Regarding the impact of artificial intelligence on the quality of learning, both students and lecturers rated it positively equally (20% each), although 40% of students consider it negative, compared to 30% among lecturers. The research findings indicate different approaches of students and lecturers to the use of digital platforms and tools in the educational process, namely Moodle, Google Classroom, and ChatGPT. The research results can be used by lecturers and educational institution administration to improve the educational process by introducing effective forms of gamification and artificial intelligence tools

Keywords:

teaching methods; soft skills; digital technologies; motivation; self-directed learning

References

  1. Azzam, A., & Charles, T. (2024). A review of artificial intelligence in K-12 education. Open Journal of Applied Sciences, 14(8), 2088-2100. doi: 10.4236/ojapps.2024.148137.
  2. Babashahi, L., Barbosa, C.E., Lima, Y., Lyra, A., Salazar, H., Argôlo, M., de Almeida, M.A., & de Souza, J.M. (2024). AI in the workplace: A systematic review of skill transformation in the industry. Administrative Sciences, 14(6), article number 127. doi: 10.3390/admsci14060127.
  3. Bitrián, P., Buil, I., Catalán, S., & Merli, D. (2024). Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours. Journal of Business Research, 179, article number 114685. doi: 10.1016/j.jbusres.2024.114685.
  4. Capatina, A., Juarez-Varon, D., Micu, A., & Micu, A.E. (2024). Leveling up in corporate training: Unveiling the power of gamification to enhance knowledge retention, knowledge sharing, and job performance. Journal of Innovation & Knowledge, 9(3), article number 100530. doi: 10.1016/j.jik.2024.100530.
  5. Carroll, L. (2024). AI in 2024: Five trends workers need to know. Retrieved from https://www.bbc.com.
  6. Cascella, M., Cascella, A., Monaco, F., & Shariff, M.N. (2023). Envisioning gamification in anesthesia, pain management, and critical care: Basic principles, integration of artificial intelligence, and simulation strategies. Journal of Anesthesia, Analgesia and Critical Care, 3, article number 33. doi: 10.1186/s44158-023-00118-2.
  7. Cavus, N., Ibrahim, I., Ogbonna Okonkwo, M., Bode Ayansina, N., & Modupeola, T. (2023). The effects of gamification in education: A systematic literature review. BRAIN. Broad Research in Artificial Intelligence and Neuroscience, 14(2), 211-241. doi: 10.18662/brain/14.2/452.
  8. ChatGPT. (n.d.). Retrieved from https://chatgpt.com.
  9. Codewars. (n.d.). Retrieved from https://www.codewars.com.
  10. Deroncele-Acosta, A., Bellido-Valdiviezo, O., de los Ángeles Sánchez-Trujillo, M., Palacios-Núñez, M.L., Rueda-Garcés, H., & Brito-Garcías, J.G. (2024). Ten essential pillars in artificial intelligence for university science education: A scoping review. SAGE Open, 14(3). doi: 10.1177/21582440241272016.
  11. Diia.Osvita. (n.d.). What is updated informatics? Retrieved from https://osvita.diia.gov.ua.
  12. EU4DigitalUA. (2022). With the support of the EU, the Ministry of Digital and the Ministry of Education and Science presented the results of the piloting of the project “Updated Informatics – IT Studios”. Retrieved from https://eu4digitalua.eu.
  13. GitHub Classroom. (n.d.). Retrieved from https://classroom.github.com.
  14. GitHub Classroom. (n.d.). Retrieved from https://github.com.
  15. Google Classroom. (n.d.). Retrieved from https://classroom.google.com.
  16. Gutiérrez-Caneda, B., Lindén, C.-G., & Vázquez-Herrero, J. (2024). Ethics and journalistic challenges in the age of artificial intelligence: Talking with professionals and experts. Frontiers in Communication, 9, article number 1465178. doi: 10.3389/fcomm.2024.1465178.
  17. Kahoot. (n.d.). Retrieved from https://kahoot.it.
  18. Kharkiv National University of Radio Electronics. (2025). Educational and professional program “Computer Science and Technology”. Retrieved from https://nure.ua.
  19. Kim, B.-J., & Lee, J. (2024). The mental health implications of artificial intelligence adoption: The crucial role of self-efficacy. Humanities and Social Sciences Communications, 11, article number 1561. doi: 10.1057/s41599-024-04018-w.
  20. Koman, G., Boršoš, P., & Kubina, M. (2024). The possibilities of using artificial intelligence as a key technology in the current employee recruitment process. Administrative Sciences, 14(7), article number 157. doi: 10.3390/admsci14070157.
  21. Lee, W. (2024). Train machine learning models on Colab GPU. Retrieved form https://rcpedia-dev.stanford.edu.
  22. Li, J., Cao, H., Lin, L., Hou, Y., Zhu, R., & El Ali, A. (2024). User experience design professionals’ perceptions of generative artificial intelligence. In Proceedings of the 2024 CHI conference on human factors in computing systems (pp. 1-18). New York: Association for Computing Machinery. doi: 10.1145/3613904.3642114.
  23. Malykhin, O.V., & Yarmolchuk, T.M. (2020). Relevant learning strategies in the professional training of information technology specialists. Information Technologies and Learning Tools, 76(2), 43-57. doi: 10.33407/itlt.v76i2.2682.
  24. Ministry of Education and Science of Ukraine. (2021). A roadmap for reforming IT education was presented. Retrieved from https://mon.gov.ua.
  25. Ministry of Education and Science of Ukraine. (n.d.). Professional standard. Information resources specialist. Retrieved from https://mon.gov.ua.
  26. Mitsea, E., Drigas, A., & Skianis, C. (2025). A systematic review of serious games in the era of artificial intelligence, immersive technologies, the metaverse, and neurotechnologies: Transformation through meta-skills training. Electronics, 14(4), article number 649. doi: 10.3390/electronics14040649.
  27. Moodle. (n.d.). Retrieved from https://moodle.org.
  28. National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute”. (n.d.). Artificial intelligence. Retrieved from https://kpi.ua/artificial_intelligence.
  29. Niño, J.R.G., Delgado, L.P.Á., Chiappe, A., & González, E.O. (2025). Gamifying learning with AI: A pathway to 21st-century skills. Journal of Research in Childhood Education, 39(4), 735-750. doi: 10.1080/02568543.2024.2421974.
  30. Osvita.ua. (2025). Educational program: Information management systems and technologies. Retrieved from https://vstup.osvita.ua.
  31. Pardim, V.I., Viana, A.B.N., & Isaias, P.T. (2025). ThinkBox: When gamification meets artificial intelligence: Rethinking learning experiences. Management Magazine, 32(1), 66-70. doi: 10.1108/REGE-01-2025-213.
  32. Patlaichuk, O., Prokofiev, Y., & Tovstohan, V. (2025). Gamification and project-based learning as tools for increasing motivation and effectiveness in the professional training of future specialists. Scientific Innovations and Advanced Technologies, 3(43), 1347-1357. doi: 10.52058/2786-5274-2025-3(43)-1347-1357.
  33. Pavlyshyn, N. (2023). A new innovation laboratory has been opened at the Institute of Computer Science and Engineering, where students will learn to develop game programs. Retrieved from https://lpnu.ua.
  34. Pink, S., Quilty, E., Grundy, J., & Hoda, R. (2025). Trust, artificial intelligence and software practitioners: An interdisciplinary agenda. AI & Society, 40, 639-652. doi: 10.1007/s00146-024-01882-7.
  35. Poljašević, B.Z., Žižek, S.Š., & Gričnik, A.M. (2024). Artificial intelligence in employee learning process: Insights from Generation Z. Our Economy, 70(3), 21-36. doi: 10.2478/ngoe-2024-0014.
  36. Quizizz. (n.d.). Retrieved from https://wayground.com.
  37. Ramachandran, K.K., Srivastava, A., Panjwani, V., Kumar, D., Cheepurupalli, N.R., & Mohan, C.R. (2024). Developing AI-powered training programs for employee upskilling and reskilling. Journal of Informatics Education and Research, 4(2), 1186-1193. doi: 10.52783/jier.v4i2.903.
  38. Rana, S., & Chicone, R. (2025). Gamification and immersive learning with AI. In Fortifying the future: Harnessing AI for transformative cybersecurity training (pp. 51-75). Cham: Springer. doi:10.1007/978-3-031-81780-9_3.
  39. Rashid, A.B., & Kausik, A.K. (2024). AI revolutionizing industries worldwide: A comprehensive overview of its diverse applications. Hybrid Advances, 7, article number 100277. doi: 10.1016/j.hybadv.2024.100277.
  40. Reis, F.J.J., Alaiti, R.K., Vallio, C.S., & Hespanhol, L. (2024). Artificial intelligence and machine learning approaches in sports: Concepts, applications, challenges, and future perspectives. Brazilian Journal of Physical Therapy, 28(3), article number 101083. doi: 10.1016/j.bjpt.2024.101083.
  41. Repl.it. (n.d.). Retrieved from https://replit.com.
  42. Santos, S.A., Trevisan, L.N., Veloso, E.F.R., & Treff, M.A. (2021). Gamification in training and development processes: Perception on effectiveness and results. Management Magazine, 28(2), 133-146. doi: 10.1108/REGE-12-2019-0132.
  43. Surve, B.C., & Ghatule, A.P. (2024). Gamification empowered with AI tools to enhance student learning engagement and involvement for personalized effective learning experiences. ITM Web of Conferences, 68, article number 01023. doi: 10.1051/itmconf/20246801023.
  44. Taras Shevchenko National University of Kyiv. (2021). Educational and scientific program “Software Engineering”. Retrieved from https://fit.knu.ua.
  45. Tolks, D., Schmidt, J.J., & Kuhn, S. (2024). The role of AI in serious games and gamification for health: Scoping review. JMIR Serious Games, 12, article number e48258. doi: 10.2196/48258.
  46. Torres-Toukoumidis, A., Jiménez, M.M.F., Merchan-Romero, J., & Vega-Ramírez, J.F.A. (2024). Gamification and artificial intelligence in the educational context: Analysis of scientific literature. In A. Schönbohm, F. Bellotti, A. Bucchiarone, F. de Rosa, M. Ninaus, A. Wang, V. Wanick & P. Dondio (Eds.), 13th international conference: Games and learning alliance (pp. 349-354). Cham: Springer. doi: 10.1007/978-3-031-78269-5_34.
  47. Tusquellas, N., Palau, R., & Santiago, R. (2024). Analysis of the potential of artificial intelligence for professional development and talent management: A systematic literature review. International Journal of Information Management Data Insights, 4(2), article number 100288. doi: 10.1016/j.jjimei.2024.100288.
  48. Verbivska, L., & Blesko, N. (2024). Gamification as an innovative approach to training and development of enterprise. Market Infrastructure, 78, 104-109. doi: 10.32782/infrastruct78-20.
  49. Walter, Y. (2024). Embracing the future of artificial intelligence in the classroom: The relevance of AI literacy, prompt engineering, and critical thinking in modern education. International Journal of Educational Technology in Higher Education, 21, article number 15. doi: 10.1186/s41239-024-00448-3.
  50. World Medical Association. (2024, October). WMA Declaration of Helsinki – Ethical Principles for Medical Research Involving Human Participants. Retrieved from https://www.wma.net.
  51. Zhang, J., & Fenton, S.H. (2024). Preparing healthcare education for an AI-augmented future. NPJ Health Systems, 1, article number 4. doi: 10.1038/s44401-024-00006-z.
Share
Facebook
Twitter
LinkedIn
Email
Telegram
Viber
WhatsApp

https://doi.org/10.33989/2524-2474.2025.2.60

Address 36003, Ukraine, Poltava, 2, Ostrohradskyi Str.


Email info@pedsciences.com.ua