Author Information
Anuarbek Amanov, Khoja Akhmet Yasawi International Kazakh-Turkish University, KazakhstanNurseit Zhunissov, Khoja Akhmet Yasawi International Kazakh-Turkish University, Kazakhstan
Arypzhan Aben, Khoja Akhmet Yasawi International Kazakh-Turkish University, Kazakhstan
Abstract
This study is designed to develop an educational platform based on gamification elements to increase the motivation and activity of 7th grade students in teaching natural sciences and to comprehensively evaluate its effectiveness. In the current education system, the decline in interest in natural sciences and the passivity of students are one of the pressing issues. In this regard, during the study, an interactive digital platform based on game mechanics (points, badges, leaderboards, levels, reward system) was developed, which ensures the active participation of students in the learning process. The developed platform was tested in an experimental group among 7th grade students. Within the framework of the research design, a comparative analysis was conducted with traditional teaching methods, and the level of students' academic achievements and interest in the subject was determined. Psychometric tools widely used at the international level were used for the assessment, in particular, the Learning Motivation and Learning Strategies Assessment Questionnaire (MSLQ) and the Intrinsic Motivation Inventory (IMI). In addition, preliminary and final testing methods were used to determine the learning outcomes. The results of the study showed that the use of a gamified platform significantly increased students' cognitive interest in natural sciences, learning activity, and academic performance. Among students, there was a development of self-learning, competitive, and cooperative skills. The proposed gamification approach can be considered an effective tool for revitalizing the educational process and improving the quality of teaching. The results of the study prove the importance of introducing innovative pedagogical technologies in the context of digitalization of education.
Paper Information
Conference: ECE2026Stream: Educational Research
This paper is part of the ECE2026 Conference Proceedings (View)
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