Жарияланымдар / Публикации

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  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    The Effectiveness of Using Integrated Steam Methods in Teaching Genetics
    (Ahmet Yesevi University, 2023-06-30) ; ;
    B.A. Tukibayeva
    Integrated STEM is considered a new trend of knowledge, complemented by new methods, digital technologies in teaching genetics to modern students. The introduction of integrated STEM methods into the teaching of genetics can become a problem for teachers due to lack of experience. Thus, the purpose of this study is to determine and test the optimality of integrated STEM learning in teaching genetics. The study discusses integrated STEAM training based on mixed methods. The study discusses integrated STEM learning based on mixed methods of Game Based learning (PBL), Problem-based learning (PBL), Creative matrix methods. The study involved 2 groups of students. Each group consisted of experimental and control groups of 23 people. The teaching methodology is organized according to the section "Variability and mutation", which is presented in the syllabus of the discipline 6B01509-Biology 3 course "Fundamentals of genetics and breeding". Students' knowledge was tested by comparing two groups using the Geniventure game, solving genetic problems and a creative matrix. The results showed higher academic performance of students who used integrated STEM learning than the traditional method. Therefore, integrated STEM learning based on Game Based learning (GBL), Problem-based learning (PBL), and creative matrix methods has become an effective method in education and has been able to positively affect the quality and results of student learning.
  • 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.