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<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.3 20210610//EN" "JATS-journalpublishing1-3.dtd">
<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">vtmed</journal-id><journal-title-group><journal-title xml:lang="ru">Виртуальные технологии в медицине</journal-title><trans-title-group xml:lang="en"><trans-title>Virtual Technologies in Medicine</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2686-7958</issn><issn pub-type="epub">2687-0037</issn><publisher><publisher-name>РОСОМЕД</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.46594/2687-0037_2026_3_2280</article-id><article-id custom-type="elpub" pub-id-type="custom">vtmed-2280</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>ТЕЗИСЫ</subject></subj-group></article-categories><title-group><article-title>Не просто игра: как геймификация меняет подготовку медицинских кадров</article-title><trans-title-group xml:lang="en"><trans-title>Not just a game: how gamification is changing the training of medical personnel</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Максумова</surname><given-names>Н. В.</given-names></name><name name-style="western" xml:lang="en"><surname>Maksumova</surname><given-names>N. V.</given-names></name></name-alternatives><email xlink:type="simple">nv_maks@mail.ru</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Фаттахов</surname><given-names>В. В.</given-names></name><name name-style="western" xml:lang="en"><surname>Fattakhov</surname><given-names>V. V.</given-names></name></name-alternatives><email xlink:type="simple">nv_maks@mail.ru</email></contrib><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Юсупова</surname><given-names>Н. З.</given-names></name><name name-style="western" xml:lang="en"><surname>Usupova</surname><given-names>N. Z.</given-names></name></name-alternatives><email xlink:type="simple">nv_maks@mail.ru</email></contrib></contrib-group><aff xml:lang="ru" id="aff-1"><institution>КГМА - филиал ФГБОУ ДПО РМАНПО Минздрава России</institution><country>Russian Federation</country></aff><pub-date pub-type="collection"><year>2026</year></pub-date><pub-date pub-type="epub"><day>28</day><month>09</month><year>2026</year></pub-date><volume>0</volume><issue>3</issue><fpage>214</fpage><lpage>215</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Максумова Н.В., Фаттахов В.В., Юсупова Н.З., 2026</copyright-statement><copyright-year>2026</copyright-year><copyright-holder xml:lang="ru">Максумова Н.В., Фаттахов В.В., Юсупова Н.З.</copyright-holder><copyright-holder xml:lang="en">Maksumova N.V., Fattakhov V.V., Usupova N.Z.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://www.medsim.ru/jour/article/view/2280">https://www.medsim.ru/jour/article/view/2280</self-uri><abstract><p>Одной из перспективных технологий является геймификация. Цель: повышение интереса в обучении слушателей с помощью геймификации. Для внедрения методов геймификации были использованы командные игры: был разработан квиз по вопросам жизнеугрожающих аритмий и применена игра «Решающая минута» от ООО «Медериус». У слушателей получилось закрепить теоретический материал, полученный на лекциях, с помощью игры и повысить интерес обучающихся к прохождению циклов повышения квалификации, особенно среди специалистов с большим опытом.</p></abstract><trans-abstract xml:lang="en"><p>One of the promising technologies is gamification. The goal: to increase the interest in teaching students through gamification. Team games were used to introduce gamification methods.: A quiz on life-threatening arrhythmias was developed and the game "Decisive Minute" from Mederius LLC was used. The students managed to consolidate the theoretical material gained in the lectures with the help of a game and increase the interest of students in completing professional development cycles, especially among specialists with extensive experience.</p></trans-abstract></article-meta></front><back><ref-list><title>References</title></ref-list><fn-group><fn fn-type="conflict"><p>The authors declare that there are no conflicts of interest present.</p></fn></fn-group></back></article>
