Жарияланымдар / Публикации

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  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    Improvement of soft skills in preschool teachers through gamification
    (SciencePark Science, Organization and Counseling LTD, 2022-09-30)
    Altynay Zhakupova
    ;
    Saule Z. Yerkebaeva
    ;
    ; ;
    Roza Zhandildina
    With the use of education in technology, many applications in the field of education are among these teaching methods and techniques in gamification. Gamification provides many skill acquisitions. In this study, it is aimed to examine the opinions of teachers about the social skills gains of gamification for the application of gamification in preschool education. The qualitative method was used in the research. The study was conducted using the case study design, one of the qualitative research methods. Interviews were conducted with 35 preschool teachers working in independent kindergartens. The data obtained, as a result of the research, were analysed in detail using the content analysis method. As a result of the research, it was concluded that gamification education is especially effective in the preschool period and is effective in gaining skills for children. In the same way, it is seen that there are some problems in the implementation of gamification training. These problems can be eliminated with in-service training. It can be solved by providing technological support tools at school. Keywords: Gamification, acquisition, preschool, teacher, education;
    Цитирования (OpenAlex) 4Цитирования (OpenCitations) 2
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    Тип записи:Публикация,
    Adaptation of pedagogical approaches to the implementation of intelligent systems in the educational process
    (International University of Sarajevo, 2025-04-23)
    Iryna Kuchynska
    ;
    ;
    Алла Петрівна Кобися
    ;
    Larysa Kutsak
    ;
    Interactive systems play an essential role in the modern educational system, but the issue of their optimization remains under-researched. Research purpose. The article aims to analyze the attitudes of teachers and students to the introduction of intelligent systems in the educational process, as well as to identify the main approaches to adapting pedagogical methods and key barriers. Research method. A purposive sample was used to include participants. Two groups were selected: students and teachers (60 participants in total). The main instrument in the study is a cross-sectional survey. Survey period: October – November 2024. Results. The findings show that intelligent learning technologies are known to all participants in the educational process: 32% actively use them, 52% are partially familiar with them, and only 14% determined that they rarely use them. Their effectiveness is undisputed, and their prospects are associated with increasing teaching efficiency. Among the problems in use are the lack of digital literacy, unresolved ethical issues, digital threats, and lack of necessary infrastructure. Recommendations are offered: increasing the motivational component, conducting special courses and training for teachers and students, improving technical support, and overcoming the shortcomings of the legislative framework. Conclusions. An essential potential of intelligent systems is their capabilities in gamification, blended learning, project-based learning, and the use of interactive lectures and seminars. The conclusions indicate that further adaptation of existing pedagogical approaches will require interactivity and adaptability.
    Цитирования (OpenAlex) 3
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    Тип записи:Публикация,
    THE IMPACT OF GAMIFICATION ON VOCABULARY LEARNING THROUGH MOBILE APPLICATIONS AND ONLINE PLATFORMS
    (Ablai Khan University, 2025-09-01)
    S. Bolatbek
    ;
    ;
    M.Kh. Tankibayeva
    The effectiveness of mobile gamification in enhancing students’ memory and vocabulary acquisition has made it a significant research topic. Traditional vocabulary learning methods often rely on the rote memorization of words and drills, while gamified approaches employ interactive components such as leaderboards, quizzes, rewards and points to heighten the efficiency of learning. This research aims to examine advantages and disadvantages of mobile learning channels and evaluate how gamified vocabulary development techniques stack up against traditional methods of vocabulary learning, as well as identify the most impactful gamification elements.The study conducted a survey among 50 students using an online survey platform (Google Forms). Quantitative data collection techniques and comparison methods were used to investigate the effects of different platforms and game mechanics on vocabulary learning and motivation in students. To find out how various platforms and game mechanics impact vocabulary acquisition and student motivation, quantitative data collection and comparative analysis techniques were employed. A comparison of gamification platforms revealed that Quizlet works well because it uses competitive elements and repeated learning, Duolingo and Memrise use artificial intelligence to implement adaptive learning, Kahoot! and Word Wall are easy to use in the classroom, and LingQ, while focusing on contextual vocabulary learning, lacks gamification features.By demonstrating how game mechanics impact vocabulary acquisition, this study advances the fields of educational technologies and gamification. The study’s findings recommend the best approach, which balances interest and in-depth language comprehension, by combining gamification and structured learning.
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    Тип записи:Публикация,
    Gamifying Lower-Secondary School Computing: A Quasi-Experimental Study with Implications for Open and Distance e-Learning
    (Commonwealth of Learning, 2026-09-21) ; ;
    Kamalbek Berkimbayev
    ;
    Indira Salgozha
    ;
    Zhadyra S. Kazhiakparova
    This study examined the value of integrating gamification into lower-secondary computing education. A mixed-methods design combined theoretical analysis, student surveys, interactive lesson development, and a three-month school-based quasi-experiment. The sample comprised 120 students from three schools in Kazakhstan, equally divided into experimental and control groups. The experimental group received gamified computing instruction, whereas the control group followed conventional teaching. Students exposed to gamification showed stronger outcomes across motivation, subject knowledge, and problem-solving: 45% reached a high motivation level compared with 20% in the control group, 40% achieved a high level of subject knowledge compared with 25%, and 50% attained a high level of problem-solving compared with 30%. The findings also indicate that gamification supported teamwork, critical thinking, and algorithmic reasoning. The study concludes that interactive tasks, reward systems, and collaborative and competitive learning formats can increase the effectiveness and attractiveness of computing instruction when aligned with educational objectives for students.