Translation. Region: Russian Federation –
Source: Official website of the State –
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As part of the third day of the V Congress of Young Scientists, researchers from the State University of Management attended the session "Games as a Tool for Engineering Creativity: From the Digital World to Real Technologies."
Among the session's speakers was Alexander Vedekhin, Deputy Director of the Department of State Youth Policy and Educational Activities at the Russian Ministry of Education and Science and Administrator of the federal project "Personnel for Space." He focused on the use of gamification in space engineering as a new and unique area of technological development.
During the dialogue, Vladimir Kutkov, a young scientist from the State University of Management, asked Alexander Yuryevich about the prospects for the emergence of new professions and specialties at the intersection of the gaming industry and space engineering, with the potential to transform the design and testing of aircraft, as technology advances. Alexander Vedekhin noted that the emergence of such interdisciplinary roles is a natural process. He emphasized that their emergence and development directly depend on the activity of young specialists and scientists, whose research and projects are already laying the foundation for future transformations in the space industry.
Other speakers at the session included Pavel Orekhov, Director of the Youth Community Development Division at the Agency for Strategic Initiatives for the Promotion of New Projects (ASI); Dmitry Smith, President of the Russian Cybersport Federation; Olga Zaborskaya, Head of the Department of Industries and Project Competencies at OANO SKOLKA; and Daniela Lebedeva, a resident of the SPIEF Academy. Alexey Fedoseyev, President of the Association of Participants of Technology Circles, moderated the session.
Participants discussed how game mechanics and virtual environments can transform approaches to design and solving complex engineering problems. Today, video games, simulators, and VR/AR are becoming platforms for developing engineering competencies, motivating young people to embrace technological creativity, and opening up new approaches to training future specialists. The speakers noted that the digital and physical worlds are becoming virtually inseparable, offering broad opportunities for research and the practical implementation of gamification tools in engineering projects and initiatives.
Subscribe to the "Our GUU" Telegram channel. Publication date: November 28, 2025.
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