gamification, motivation university students, Kahoot, Poland, Ukraine, ESP


Open access to modern information technologies generates a new type of society that increases the productivity and competitiveness of any country in the world market and requires significant changes in the education system. One of the most innovative approaches in education is gamification of learning which has considerable capabilities to increase students’ enjoyment, interest and engagement in the study. In this regard, the aim of our research is to analyse the use of gamification in higher education institutions of Poland, Ukraine and to study the effectiveness of using Kahoot as one of gamification technologies in teaching English for specific purposes (ESP) to students in a technical university. As shown by the results of the study, Poland has considerable experience in the use of computer games in higher education, whereas Ukraine is only beginning to implement these technologies in learning. An experimental study of the use of Kahoot platform in ESP classes at university level, which employed the methods of testing, observation and questioning, showed the effectiveness and expediency of this technology, as the students demonstrated a higher achievement rate, more active engagement and deeper motivation for learning.


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Author Biographies

Jakub Głowacki, Cracow University of Economics

Public Economics

rank: PhD

Yelizaveta Kriukova, National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute”

Associate professor of Department of English for Engineering # 2 of National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute”

Nataliya Avshenyuk, Ivan Ziaziun Institute of Pedagogical and Adult Education of National Academy of Educational Sciences of Ukraine.

Doctor of Science in Education, Senior researcher, Head of Foreign Systems of Pedagogical and Adult Education Department of Ivan Ziaziun Institute of Pedagogical and Adult Education of National Academy of Educational Sciences of Ukraine.


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How to Cite

Głowacki, J., Kriukova, Y., & Avshenyuk, N. (2018). GAMIFICATION IN HIGHER EDUCATION: EXPERIENCE OF POLAND AND UKRAINE. Advanced Education, 5(10), 105–110.