Қазақ ұлттық қыздар педагогикалық университеті / Казахский национальный женский педагогический университет

Постоянный URI для этого сообществаhttps://cris.qyzpu.kz/handle/123456789/1

Просмотр

Результаты поиска

Показано: 1 - 3 из 3
  • 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,
    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.