Жарияланымдар / Публикации

Постоянный URI для этого сообществаhttps://cris.qyzpu.kz/handle/123456789/2

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  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    THE IMPACT OF THE USE OF DIGITAL TECHNOLOGIES IN TEACHING MATHEMATICS AT SCHOOL
    The dependence of students on gadgets and digital technologies poses a significant challenge to the education system, making it imperative to find effective solutions. Interactive games offer a promising approach to addressing this issue, as they not only engage students but also enhance problem-solving skills, facilitate homework checking, and reinforce theoretical concepts. Despite these benefits, interactive games are underutilized in mathematics lessons in Kazakhstan. Therefore, this study aims to experimentally assess the effectiveness of interactive games in enhancing students' cognitive activity during mathematics lessons.The experiment involved 22 10th-grade students from a comprehensive school, divided into a research group and a control group. The research methods included analysis, comparative analysis, synthesis, and generalization of scientific literature, as well as documentary analysis of normative legal acts and educational concepts related to computerization and informatization of education.The experimental intervention lasted one month and consisted of three interactive game-based lessons and one traditional lesson as an exam. The results indicated that students in the research group demonstrated higher levels of engagement and scored approximately 50% higher on the test compared to the control group. These findings suggest that interactive games can effectively enhance cognitive activity and could be implemented in both specialized and general education settings. However, the study's scope was limited to one topic and did not include repetition or other topics, highlighting the need for further research in this area.
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    An educational mobile application for children with hearing impairment
    The purpose of this study is to assess the effectiveness of an educational mobile application in improving algorithmic thinking and academic performance among children with hearing impairments. The research was conducted in two stages: (1) the development of the application using an inclusive design approach with game-based learning elements, and (2) an experimental implementation in the educational process. The participants were 15 sixth-grade students from a specialized school for children with hearing impairments, divided into an experimental group (n = 7) and a control group (n = 8). The experimental group used the mobile application as a supplementary tool for programming lessons, while the control group was taught using traditional methods. Pre-test and post-test assessments were conducted to evaluate changes in algorithmic thinking and academic outcomes. The results demonstrated that students in the experimental group showed significant improvement in algorithmic thinking and academic performance compared with those in the control group. The use of the mobile application increased student engagement and facilitated more effective learning. The study concludes that the developed mobile application is an effective educational tool for enhancing algorithmic thinking and improving academic outcomes among students with hearing impairments. This research highlights the potential of accessible digital technologies in supporting inclusive education. The findings can guide educators, developers, and policymakers in integrating inclusive digital resources into curricula to promote equal learning opportunities for students with special educational needs.
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    Development and Implementation of an Educational Mobile Application for Children with Hearing Impairments
    (International Journal of Information and Education Technology, 2026-01-01) ; ;
    This study investigates the development and evaluation of an educational mobile application designed for children with hearing impairments. The application incorporates game-based elements to facilitate learning and enhance engagement. The primary aim was to assess its effectiveness in improving algorithmic thinking and academic performance. The research was conducted in two stages: (1) development of the application using an inclusive design approach, and (2) experimental implementation in the educational process. The participants were 15 sixth-grade students from a specialized school for children with hearing impairments, divided into an experimental group (n = 7) and a control group (n = 8). The experimental group used the application as a supplementary tool for learning programming, while the control group followed traditional teaching methods. Pre-test and post-test assessments were administered to measure changes in performance. The results demonstrated that the mobile application significantly enhanced algorithmic thinking and improved academic outcomes compared with the traditional approach. These findings highlight the potential of accessible digital tools to support inclusive education and promote effective learning among students with special educational needs.
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    FEATURES AND THE ROLE OF GAMIFICATION IN TEACHING COMPUTER SCIENCE AT SCHOOL
    The article analyzes a number of published scientific studies on the use of gamification in education in order to assess its impact on students’ interest in computer science within the school learning environment. The findings indicate that gamification-based learning contributes to increasing students’ interest in computer science and fostering a more positive attitude toward the learning process. In addition, computer science teachers involved in the implementation of the lessons positively assessed the use of gamification technologies in education. According to their observations, providing students with opportunities to engage with game-based elements and use computer games as educational tools increases learning activity and motivation and facilitates more effective acquisition of the required learning material. The aim of the study is to examine the impact of gamification on students’ interest in computer science, their learning engagement, and educational outcomes, as well as to experimentally evaluate the effectiveness of incorporating game-based elements into school computer science education. The current development of educational technologies and teaching methodologies, driven by the requirements of the digital transformation of education, necessitates the introduction of new approaches, opportunities, and instructional technologies aimed at improving the effectiveness of the educational process. A pedagogical experiment was conducted in three schools in Kazakhstan with the participation of 120 students aged 11–13 years. The participants were divided into control and experimental groups. Over a three-month period, students in the experimental group participated in lessons incorporating gamification elements. The results demonstrated positive changes in the experimental group. Specifically, 92% of students in the experimental group considered computer science an interesting subject, compared with 61% in the control group. The proportion of students who achieved a high level of knowledge was 42% in the experimental group, compared with 28% in the control group. Furthermore, a high level of engagement in the learning process was observed among 50% of students in the experimental group, whereas the corresponding figure in the control group was 25%. Thus, the findings indicate the potential effectiveness of gamification as an educational tool for increasing students’ interest, learning engagement, and educational outcomes in school computer science education.