Қазақ ұлттық қыздар педагогикалық университеті / Казахский национальный женский педагогический университет

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  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    НЕКОТОРЫЕ ВОПРОСЫ ЗНАЧИМОСТИ ВОСПИТАНИЯ И ОБУЧЕНИЯ ДЕТЕЙ РАННЕГО И ДОШКОЛЬНОГО ВОЗРАСТА
    The article discusses the importance of the upbringing and education of children of early and preschool age. The author analyzes the need for the upbringing and education of children from early childhood. The concept of is revealed, its content is considered. Presents criteria, indicators and levels of formation of social skills of preschoolers. We describe the main gaming tools aimed at increasing the level of formation of social skills in children of preschool age.
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    ИГРОВЫЕ ТЕХНОЛОГИИ В ОБУЧЕНИИ ХИМИИ В УСЛОВИЯХ ОБНОВЛЕННОГО СОДЕРЖАНИЯ ОБРАЗОВАНИЯ
    This article discusses the possibility of using game technology of teaching chemistry, allowing to solve one or more problems as a result of independent cognitive activity through the model of educational material in chemistry in a renewed education. Conducting a lesson in a playful way increases the motivation of students to knowledge. Classes organized through the game become easy, attractive and understandable for children. The ultimate goal of training is the quality of training, that is, strengthening methodological cognitive, educational, educational activities and practical focus on improving the content, types and methods of the lesson. In this regard, we consider several ways and methods of teaching chemistry using gaming technologies.
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    ИГРА КАК СРЕДСТВО ПОВЫШЕНИЯ ИНТЕРЕСА К АНГЛИЙСКОМУ ЯЗЫКУ УЧАЩИХСЯ НАЧАЛЬНЫХ КЛАССОВ
    The article reveals the effectiveness of English language teaching in combination with game and educational activities of primary school students. Children of primary school age have a special interest in learning new things. In English, the formation of communication skills of primary school students is carried out mainly through the game. The authors believe that during the lesson it is necessary to properly organize the game elements. And also the necessary skills and ways of their development are considered, the conditions for the formation of four communication skills of primary school students are determined. In addition, the theoretical aspects of teaching English to younger students were revealed.
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
  • 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,
    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,
    ОЙЫН ТЕХНОЛОГИЯСЫН ҚОЛДАНУ АРҚЫЛЫ 5-СЫНЫП ОҚУШЫЛАРЫНА МАТЕМАТИКАНЫ ОҚЫТУДЫҢ ТИІМДІЛІГІН АРТТЫРУ
    (Zhetysu University, 2025-06-23) ;
    Қазіргі білім беру жүйесінде ойын технологияларын қолданудың маңызы артқан сайын, бұл әдістерді «Альфа» ұрпақтарының қажеттіліктеріне сай тиімділігін зерттеу өзекті мәселеге айналып отыр. Заманауи білім беру стандартына сәйкес инновациялық әдістерді енгізу, білім алушылардың логикалық және аналитикалық қабілеттерін дамытады. Ойын технологиялары білім алушылардың оқу мотивациясын арттыруға, оқу үдерісін қызықты етуге ықпал етеді. Мақалада 5-сынып математика пәнінен «Натурал сандар және нөл саны» тарауында ойын технологияларын қолданып оқытудың білім алушылардың үлгеріміне әсері қарастырылды. Мақалада Genially платформасында құралған «Миллион кімге бұйырады», «Кім жылдам» ойындары және монополия тақтасында құралған «Mathopoly», «Математикалық монополия» ойындарынан мысалдар көрсетілген. Зерттеу төңірегінде алынған нәтижелер «Альфа» ұрпақтың қажеттіліктерін қанағаттандырудағы ерекше рөлін айқындады. По мере возрастания значения использования игровых технологий в современной системе образования актуальной проблемой становится изучение эффективности этих методов в соответствии с потребностями «Альфа» поколения. Внедрение инновационных методов, в соответствии с современным образовательным стандартом, развивает логические и аналитические способности обучающихся. Игровые технологии способствуют повышению учебной мотивации обучающихся, делают учебный процесс более интересным. В статье рассмотрено влияние обучения с использованием игровых технологий на успеваемость обучающихся при изучении темы «Натуральные числа и число ноль» по математике 5 класса. В статье показаны примеры применения игр «Кому достанется миллион», «Кто быстрее», созданных на платформе Genially, и игр «Mathopoly», «Математическая монополия», созданных на доске монополии. Результаты, полученные в рамках данного исследования, определили их особую роль в удовлетворении потребностей «Альфа» поколения. As the importance of the use of gaming technologies in the modern education system increases, studying the effectiveness of these methods in accordance with the needs of the “Alpha” generation becomes an urgent problem. The implementation of innovative methods in accordance with modern educational standards enhances the logical and analytical abilities of students. Gaming technologies help increase students' educational motivation and make the learning process more interesting. This article examines the impact of game-based learning on students’ performance when studying the topic “Natural Numbers and the number Zero” in 5th grade mathematics. The article presents examples of games such as “Who Wants to Be a Millionaire” and “Who Is Faster,” created on the Genially platform, as well as “Mathopoly” and “Mathematical Monopoly,” designed using a Monopoly board. The results obtained from this research highlight their special role in meeting the needs of Generation «Alpha».
  • 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,
    Цифровая трансформация перехода с дистанционного в онлайн-обучение: анализ казахстанского и зарубежного опыта
    (2025-12-30)
    Nurbanu Adil'bekovna Abueva
    ;
    Almagul Zhussupova
    ;
    Anna S. Buzelo
    ;
    ;
    Регина Валерьевна Джазар
    Статья посвящена анализу перехода от традиционного дистанционного обучения к полноценному онлайн-обучению в системе высшего образования Казахстана в контексте глобальной цифровой трансформации. На основе обзора отечественных и зарубежных исследований, а также данных онлайн-опроса студентов 22 вузов (в основном алматинских) показано, как меняются ожидания обучающихся от формата обучения, роли преподавателя и содержания курсов. Особое внимание уделяется разграничению понятий «дистанционное обучение» и «онлайн-образование», описываются преимущества и ограничения синхронных и асинхронных форм, а также роль игровых и проектных методов в цифровой среде. Отдельный блок статьи посвящён развитию массовых открытых онлайн-курсов (МООК), в том числе опыту Казахского национального университета имени аль-Фараби и возможностям внедрения МООК на базе Каспийского общественного университета. На примере разработки мини-курса «Основы маркетинговых исследований» демонстрируются практические шаги по проектированию онлайн-курса: структура модулей, сочетание теоретических и практических заданий, организация самостоятельной работы и итоговой аттестации. Показано, что успешность цифровой трансформации вуза определяется не только технологическими решениями и выбором платформ, но и готовностью профессорско-преподавательского состава к изменениям, качеством управленческих решений и продуманной организацией учебного процесса. The article analyzes the transition from distance to online learning and the digital transformation of higher education, including the use of massive open online courses (MOOCs). The study summarizes foreign and Kazakhstani experience and reviews the evolution of distance learning in Kazakhstan (from correspondence studies to full online formats), emphasizing how the pandemic accelerated digitalization. An online survey of about 100 students from 22 universities (mainly in Almaty) was conducted to assess attitudes toward online education and preferred learning formats. The results show that most respondents perceive online learning as convenient, prefer video lectures combined with practice, and expect career support after completing online courses. The paper discusses the potential of MOOCs for universities (increasing enrollment, reputation and revenues) and presents a case of designing a mini-MOOC for teacher training, describing key stages, course structure, and tools. The authors conclude that developing high-quality online courses requires coordinated teamwork and systematic support from the university.