M. Valentová, P. Brečka, I. Tureková

Constantine the Philosopher University in Nitra (SLOVAKIA)
The theoretical basis of the presented study are the practical requirements for the inclusion of games and playful activities in the education of primary students. This group also includes activities with elements of gamification given its motivational function. However, the absence of relevant practical strategic suggestions prevents the effective implementation of gamification activities into education.

The main objective of the study was to propose potential possibilities of gamification elements in the subject of working education for primary students by means of the educational software SMART Notebook. The authors of the article aim to draw up the bibliography dealing with the given issue indicating the advantages and disadvantages of this approach and propose examples of implementation of gamification in the education of primary students. The presented activities have been designed for the primary education of the subject technical education as a prerequisite for improvement of motivation and the approach of the students to education and knowledge and skills assessment.