TY - EJOU AU - T1 - The Feasibility and Expediency of Gamification Activities in Higher Education T2 - International Journal of Education and Practice PY - 2019 VL - 7 IS - 4 SN - 2310-3868 AB - This study aimed to identify the feasibility and expediency of gamifying activities in higher education institutions, for which an original methodology was used. However, gamification is complex and carries a high degree of risk in achieving organizational efficiency. It is therefore advisable to adopt a fragmented approach and selectively gamify individual processes and features, focusing on educational and research activities. When introducing gamification, top management should provide conceptual and regulatory support and HR specialists coordination. Using a distribution model of managerial functions for gaming activities and determining priorities, taking the use of artificial intelligence into account, is shown to be expedient. KW - Efficiency KW - Gamification KW - Artificial intelligence KW - Higher education institution KW - Activity KW - Management system. DO - 10.18488/journal.61.2019.74.459.468