Development and Evaluation of a Gamified Digital Platform for Science Education in Secondary Schools



Author Information

Nurseit Zhunissov, Khoja Akhmet Yasawi International Kazakh-Turkish University, Kazakhstan
Anuarbek Amanov, Khoja Akhmet Yasawi International Kazakh-Turkish University, Kazakhstan
Arypzhan Aben, Khoja Akhmet Yasawi International Kazakh-Turkish University, Kazakhstan

Abstract

The integration of gamification into science education has emerged as an effective approach to enhance student engagement, motivation, and learning outcomes. This study investigates the application of gamification elements in teaching natural science subjects through the development of a specialized digital platform. The proposed platform incorporates key gamification components, including points, badges, levels, leaderboards, and instant feedback mechanisms, designed to foster interactive and student-centered learning. The research was conducted among 7th-grade students, where the developed platform was integrated into the instructional process. To evaluate its effectiveness, a quasi-experimental design was employed, including pre-test and post-test assessments, along with student motivation and engagement surveys. The evaluation framework was based on widely used educational measurement scales, such as Likert-scale questionnaires and performance-based assessment criteria, enabling both quantitative and qualitative analysis. The results demonstrated a significant improvement in students’ academic performance and learning motivation compared to traditional teaching methods. Students who used the gamified platform showed higher test scores, increased participation, and greater interest in science subjects. Additionally, the platform contributed to the development of critical thinking and problem-solving skills by encouraging active involvement in the learning process. Furthermore, the findings align with existing research highlighting the positive impact of gamification in education, particularly in STEM disciplines. The use of structured evaluation scales allowed for a comprehensive assessment of both cognitive and affective learning outcomes. In conclusion, the developed gamification-based platform proved to be an effective tool for enhancing the quality of science education.


Paper Information

Conference: ECE2026
Stream: Educational Research

This paper is part of the ECE2026 Conference Proceedings (View)
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Posted by James Alexander Gordon