Olesya V. Malysh, Sergey V. Bussel

Optimization of the management process of the educational organization by means of the development and implementation of the specialized software with gamification elements

Abstract. The article discusses the possibility of optimizing the management process of the educational institution through the development of special software — a digital assistant with gamification components. Through the conducted survey, the social attitude toward the implementation of digital tools was studied. The root model of managing, general and supporting business processes was proposed, ensuring effective management of secondary educational institutions. The operations that can be optimized through the digital assistant, as well as the purpose of the proposed gamification components, are listed: managing the electronic document management system, standardizing the processes of workflow, personnel matters, planning, and monitoring the efficiency of resource utilization; ensuring the formation of internal information space and effective communication channels; motivating active usage of information and communication technologies and tools by the staff; establishing the normative and organizational structure that facilitates effective users interaction; creating an optimal schedule; providing conditions for using the capabilities of information communications and computer network resources in the educational process; managing the organizational and methodological support for data collection, processing, and storage the information; conducting managerial monitoring; organizing various forms of network interaction among the participants of the educational process. The special purpose of the components of gamification is additionally described. The tasks of the institution’s business processes are defined, where the considered digital assistant can assist to some extent. The subsystems included in the digital assistant are described.

Keywords: general educational institutions management, digitalization of education, gamification.