Educational Possibilities of Gamification in the Formation of Soft & Hard Skills among Students of Socionomic Professions

Authors

  • Viktoriia Savitska Department of Educology and Pedagogy, West Ukrainian National University, 11 Lvivska vul. (WUNU Building 1), 46009 Ternopil, Ukraine
  • Oksana Gomotiuk Department of Information and Socio-cultural Activities, West Ukrainian National University, 11 Lvivska vul. (WUNU Building 10), 46009 Ternopil, Ukraine
  • Olena Stefanyshyn Department of Information and Socio-cultural Activities, West Ukrainian National University, 11 Lvivska vul. (WUNU Building 10), 46009 Ternopil, Ukraine
  • Mohammad Rashid Business Technology Department, Hourani Center for Applied Scientific Research, Al-Ahliyya Amman University, 19111 Amman, Jordan
  • Tomáš Lengyelfalusy Department of School Didactics, DTI University, Sládkovičova 533/20, 018 41 Dubnica nad Váhom, Slovakia
  • Stanislav Šurín Theological Institute in Spišské Podhradie, Catholic University in Ruzomberok, Spišská Kapitula 12, 034 01 Ruzomberok, Slovakia

DOI:

https://doi.org/10.15503/jecs2025.3.819.839

Keywords:

gamification, interactive technologies, soft skills, hard skills, chinese students, socionomic professions, independent work

Abstract

Aim. The purpose of the research is to establish a connection between the indicators of the effectiveness of soft and hard skills formation in students of socionomic professions through the use of gamification methods and to determine the impact of gamification on the development of individual soft and hard skills.

Methods. The research methods are a content analysis of specialized literature, an online survey of students of socionomic professions using Google Forms, and a pedagogical experiment with comprehensive data processing. The research material consists of the empirical experience of gamification in developing soft and hard skills in students of socionomic professions, based on the creation of a virtual professional community f “School of Professional Growth,” during independent work. The interactive educational environment incorporates key components: game mechanics aligned with pedagogical outcomes, interactive tasks, and social interaction.

Results. The results of the experiment confirmed the hypothesis: students in the experimental group showed increased interest in classes, were better adapted to non-standard situations, demonstrated flexibility of thinking, and improved their hard skills compared to the control group.

Conclusion. The study reveals that gamification not only enhances student engagement and motivation but also fosters their professional growth by developing essential soft and hard skills for success in the socio-economic sphere. The integration within gamification of storylines, roles, characters, problem situations, and elements of unpredictability immerses students in professionally relevant situations, enhancing both their soft and hard skills.

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Author Biographies

  • Viktoriia Savitska, Department of Educology and Pedagogy, West Ukrainian National University, 11 Lvivska vul. (WUNU Building 1), 46009 Ternopil, Ukraine

    Department of Educology and Pedagogy

  • Oksana Gomotiuk, Department of Information and Socio-cultural Activities, West Ukrainian National University, 11 Lvivska vul. (WUNU Building 10), 46009 Ternopil, Ukraine

    Department of Information and Socio-cultural Activities,

     

  • Olena Stefanyshyn, Department of Information and Socio-cultural Activities, West Ukrainian National University, 11 Lvivska vul. (WUNU Building 10), 46009 Ternopil, Ukraine

    Department of Information and Socio-cultural Activities

  • Mohammad Rashid, Business Technology Department, Hourani Center for Applied Scientific Research, Al-Ahliyya Amman University, 19111 Amman, Jordan

    Mohammad Rashid is currently a student specializing in Technology Management at Al-Ahliyya Amman University. His academic interests include digital innovation, emerging technologies, and strategic IT management. He is actively engaged in research projects that explore the role of technology in organizational development. Mohammad aspires to contribute to the digital transformation landscape through both academic and practical insights.

  • Tomáš Lengyelfalusy , Department of School Didactics, DTI University, Sládkovičova 533/20, 018 41 Dubnica nad Váhom, Slovakia

    Department of school didactics

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Published

2025-09-23

How to Cite

Savitska, V. ., Gomotiuk, O. ., Stefanyshyn, O., Rashid, M. ., Lengyelfalusy , T. ., & Šurín , S. . (2025). Educational Possibilities of Gamification in the Formation of Soft & Hard Skills among Students of Socionomic Professions. Journal of Education Culture and Society, 16(2), 819-839. https://doi.org/10.15503/jecs2025.3.819.839