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Gamification of the Educational Process. The Use of Decision Trees to Analyze the Influence of Computer Game Genres on the Preference of School Subjects

One of the tasks of today’s school education is to modernize the educational process by introducing teaching methods that increase its attractiveness. One of these methods is gamification, that is, the use of game forms of education to increase the effectiveness of the educational process. On the basis of a lot of data about attitude to educational subjects and interest in computer games, we have determined how attitude to the school subject and passion for a particular games genre are connected to increase raining efficiency. We created a questionnaire to conduct a survey on the preferences of subjects and attitudes to different genres of computer games, which we posted in Google Docs, as well as prepared a QR code to access the questionnaire; collected descriptive statistics for completed questionnaires; built decision trees using R language functions, showing the dependence of preferences to different school subjects on gender and age characteristics and attitudes to different genres of computer games.