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
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    5-СЫНЫПТА «ӨЗАРА КЕРІ САНДАР» ТАҚЫРЫБЫН ОҚЫТУДА ГЕЙМИФИКАЦИЯ ЭЛЕМЕНТТЕРІН ҚОЛДАНУ
    (Zhetysu University, 2025-04-01) ;
    Р.А. Адырова
    ;
    Бұл жұмыста 5-сыныптың математика сабағында «Өзара кері сандар» тақырыбын оқытуда геймификация элементтерін қолданып оқытудың маңыздылығы қарастырылған. Зерттеуге Алматы қаласындағы С.А. Ходжиков атындағы №39 мамандандырылған лицейінің 5-сынып оқушылары қатысқан. Оқушылардан математика пәнінен білім деңгейін анықтайтын pre-test (алдын ала тест) және post-test (кейінгі тест) алынып, олардың орта мәні есептеліп, сауалнама алынып, оның нәтижелері талданды. Зерттеу жұмысында 5-сынып оқушыларына математика пәнінен «Өзара кері сандар» тақырыбын оқытуда геймификация элементтерін, оның ішінді әртүрлі платформалар қолданылып, сонымен қатар, жасанды интеллектті пайдалану мүмкіндіктері қарастырылған. Зерттеу нәтижесінде геймификацияға негізделген оқыту әдісінің оқушылардың білім сапасының артуына оң ықпалы ететіндігін байқаймыз. Бұл зерттеу геймификацияның оқу процесіне ықпалын терең талдауды мақсат етпесе де, оның тәжірибелік қолданылу ерекшеліктерін көрсету арқылы болашақта тиімді оқыту әдістерін жетілдіруге мүмкіндік береді. This study examines the importance of using gamification elements in teaching the topic of "Reciprocal Numbers" in 5th-grade mathematics lessons. The study involved 5th-grade students of Specialized Lyceum No. 39 named after S.A. Khodzhikov in Almaty. To assess students' knowledge of mathematics, a pre-test and a post-test were conducted, their average scores were calculated, and a survey was administered, with the results analyzed. The study explored the possibilities of applying gamification elements, various platforms, and the use of artificial intelligence in teaching 5th-grade students the topic of "Reciprocal Numbers" in mathematics. As a result of research, we notice that the teaching method based on gamification has a positive effect on the quality of education of students. This research does not aim to conduct an in-depth analysis of the impact of gamification on the learning process but rather demonstrates the features of its practical application, which may contribute to the improvement of effective teaching methods in the future. В данной работе рассматривается важность использования элементов геймификации при обучении теме «Взаимно обратные числа» на уроках математики в 5-м классе. В исследовании приняли участие учащиеся 5-го класса специализированного лицея №39 имени С.А. Ходжикова города Алматы. Для определения уровня знаний учащихся по математике были проведены pre-test (предварительный тест) и post-test (итоговый тест), вычислены их средние значения, а также проведен опрос, результаты которого были проанализированы. В исследовательской работе рассматривались возможности применения элементов геймификации, различных платформ, а также использования искусственного интеллекта при обучении пятиклассников теме «Взаимно обратные числа» в математике. В результате исследования мы замечаем, что метод обучения, основанный на геймификации, положительно влияет на качество образования студентов. Данное исследование не ставит своей задачей глубокий анализ влияния геймификации на учебный процесс, но демонстрирует особенности ее практического применения, что в дальнейшем может способствовать совершенствованию эффективных методов обучения.
  • Некоторые метрики заблокированы вашими 
    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
  • Некоторые метрики заблокированы вашими 
    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.
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    МАТЕМАТИКАНЫ ОҚЫТУДЫ ЖЕТІЛДІРУДЕ БАҒАЛАУ ТАПСЫРМАЛАРЫН ҰСЫНУ МОДЕЛІ: ТИІМДІ ӘДІСТЕРІ МЕН ПРАКТИКАЛЫҚ ШЕШІМДЕР
    Математика пәнін оқытуда білім алушылардың оқу мотивациясын арттыру және сараланған бағалау тәсілдерін тиімді қолдану – оқытуды жетілдіру мен білім сапасын арттыруды қамтитын педагогикалық-психологиялық өзекті шарттардың бірі ретінде қарастырылуда. Бұл мақалада мектеп математикасын оқытуды жетілдіру мақсатында оқушылардың қабілеттерін анықтау мен қызығушылықтарына сәйкес бағалау тапсырмаларын ұсынудың моделі қарастырылады. Зерттеу мазмұндық тұрақтылыққа негізделген екі түрлі әдіс: цифрлық таңдау арқылы бағалау және деңгейлік бағалау әдістеріне назар аударады. Мазмұндық тұрақтылыққа негізделген цифрлық таңдау арқылы бағалау әдісі – оқушыларға бір мазмұнды тапсырманы әртүрлі цифрлық форматта (геймификация, тест, интерактивті визуализация т.с.с.) ұсыну арқылы өз қызығушылығына сай таңдау жасауға мүмкіндік береді. Бұл әдіс оқу үдерісінің жекеленуіне және оқушының оқуға деген мотивацияның артуына ықпал етеді. Мазмұндық тұрақтылыққа негізделген деңгейлік бағалау әдісі – бір мазмұнды тапсырманы оқу мақсаттарына сай күрделілік деңгейі бойынша Блум таксономиясының деңгейлері негізінде түрлендіру арқылы оқушылардың танымдық ерекшеліктерін ескере отырып, саралап оқытуды жүзеге асыруға мүмкіндік береді. Бұл әдіс математикалық ойлау қабілетін дамытуға және оқушылардың оқу жетістіктерін нақты бағалауға жағдай жасайды. Ұсынылған модельдердің практикалық қолданылу мүмкіндігін бағалау мақсатында 9-сыныптың алгебра пәні мазмұнына сәйкес үлгілік бағалау тапсырмалары әзірленіп, «SanalyQadam» пилоттық платформасында ұсынылды. Бағалау әдістерінің педагогикалық негізділігін, қолдану мүмкіндігін және әдістемелік әлеуетін анықтау үшін Қазақстанның әр өңірінен қатысқан 101 математика мұғаліміне 5 балдық Лайкерт шкаласы негізінде сауалнама жүргізілді. Зерттеу нәтижелері ұсынылған бағалау тапсырмалары моделінің оқыту үдерісінде қолдануға әдістемелік тұрғыда дайын екенін көрсетті. Мақалада бағалау тапсырмаларын оқыту үдерісімен интеграциялау жолдары және оқыту сапасын арттыруға бағытталған әдістемелік ұсыныстар берілген.
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    GAMIFICATION AND INTERACTIVE LEARNING IN SECONDARY AND HIGHER EDUCATION IN KAZAKHSTAN
    (2026-04-01)
    Elvira Sardarova
    ;
    А.С. Байгунакова
    ;
    This article examines the implementation of gamification and active learning methods in secondary schools and higher education institutions in Kazakhstan. The purpose of the paper is toanalyzes the role of gamification in education, its effects across different educational settings, and the primary obstacles to its effective implementation. The first section reviews the educational aspects of gamification, highlighting its role in enhancing student engagement, motivation, and the shift from traditional teaching methods toward active pedagogy. It also discusses institutional barriers, such as rigid educational frameworks that hinder gamification adoption. The second section explores the differences in gamification application between secondary and higher education. Findings indicate that secondary students respond more actively to competitive game elements, such as points and leaderboards, whereas higher education students prefer simulations and project-based learning. The study also highlights challenges, including the lack of adequate resources, underprepared educators, and the absence of effective policies supporting gamification. Finally, the paper proposes key solutions, including strengthening institutional support, developing specialized teacher training programs, increasing access to digital educational materials, and introducing curriculum flexibility to integrate innovative teaching techniques.
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    Жоғары оқу орнында филолог-студенттердің әдістемелік құзыреттілігі: инновациялық оқыту технологияларының лингводидактикалық әлеуеті
    (Al-Farabi Kazakh National University, 2026-06-29) ; ;
    Marat Azhgaliyev
    This article examines the issue of developing methodological competence among philology students within the higher education system. The relevance of this study stems from the contradiction between the growing demands for the professional readiness of language teachers and the insufficient development of the theoretical foundations for integrating innovative technologies into methodological training. The study is theoretical and analytical in nature and draws on competency-based, activity-based, and language-didactic approaches. The paper systematizes existing concepts of the structure of methodological competence developed within the global pedagogical tradition and proposes an original six-component model comprising cognitive-linguistic, methodological, design-technological, communicative-pedagogical, reflective-research, and axiological components. The didactic potential of key innovative technologies is described: blended learning, project-based learning, the corpus-based approach, gamification, and digital educational platforms. Particular attention is paid to the Kazakhstani context: the specifics of the multilingual educational environment are examined, and the experience of the country’s leading teacher-training universities is analyzed. Systemic problems in the implementation of innovative technologies in teacher training are identified, and promising directions for its improvement are defined. The conclusion is drawn regarding the need for the purposeful design of a university’s methodological framework, taking into account the requirements of modern language education and the national educational priorities of the Republic of Kazakhstan. The study also reveals that the Kazakhstani multilingual educational context imposes specific demands on the methodological training of philology students, particularly in relation to trilingual education policy. The findings contribute to the theoretical understanding of how university-level methodological preparation can be restructured to meet contemporary challenges in language pedagogy. The results of this study may serve as a basis for developing curricula, methodological modules, and professional development programs for language teacher educators in Kazakhstan and beyond. Keywords: methodological competence, philology students, linguodidactics, innovative technologies, higher education, language education, Kazakhstan.
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    The Role of Digital Didactics in the Development of the Linguistic Personality in Primary School
    (Kazakh National Pedagogical University, 2026-07-01)
    MAHABBAT BAIMENOVA
    ;
    ;
    G.S. Mailybayeva
    ;
    Aigul Iskakova
    The article considers the role of digital didactics in the formation of the language personality of primary school students. In the context of the digital transformation of education, scientific analysis of the possibilities of digital storytelling, gamification, interactive platforms, and multimodal learning resources for the development of students’ vocabulary, communicative activity, and basic language skills is relevant. Methodology and methods. The study was conducted in the format of a theoretical and analytical literature review. The Scopus, Web of Science, and Google Scholar databases were used to select scientific publications. The study used comparative analysis, descriptive analysis, and content systematization methods. Results. The analysis showed that the impact of digital didactics on the language development of primary school students is manifested in several areas: increasing motivation to read, expanding vocabulary, improving pronunciation, listening, reading, and writing, personalizing learning, and providing instant feedback. Scientific novelty. The scientific novelty of the study is the comprehensive systematization of the impact of digital didactics on the formation of the linguistic personality of primary school students in the unity of digital storytelling, gamification, and neurodidactic principles. The article substantiates the role of digital tools in language education not only as a technical resource, but also as a pedagogical system that supports communicative and cognitive development. Practical significance. The results of the study are an effective methodological guide for primary school teachers, methodologists, and developers of digital educational resources.
  • Некоторые метрики заблокированы вашими 
    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.
  • 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.