Репозиторий Евразийского национального университета имени Л.Н. Гумилева
Репозиторий Евразийского национального университета имени Л.Н. Гумилева
Репозиторий Евразийского национального университета имени Л.Н. Гумилева
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Determining the Activity of Students Through the Elements of Gamification

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Автор
Tokzhigitova, Ainur
Yermaganbetova, Madina
Tokzhigitova, Nurgul
Дата
2023
Редактор
International Journal of Engineering Pedagogy
ISSN
2192-4880
xmlui.dri2xhtml.METS-1.0.item-identifier-citation
okzhigitova, A., Yermaganbetova, M., Tokzhigitova, N. (2023). Determining the Activity of Students Through the Elements of Gamification. International Journal of Engineering Pedagogy (iJEP), 13(7), pp. 65–78. https://doi.org/10.3991/ijep.v13i7.41885
Аннотации
This study aimed to assess the impact of gamified educational resources on students’ motivation to learn the Python programming language. The study utilized the CheckiO gaming platform to diagnose the needs and motivations of students in developing knowledge, skills, and abilities related to the use of gamified educational resources. A total of 83 students from a university in Kazakhstan participated in the study, with 45 students in the experimental group and 38 students in the control group. The results showed a significant difference between the initial and final levels of motivation for certain indicators in the experimental group, whereas no such difference was observed in the control group. Specifically, the number of students with a low level of motivation decreased, while the number of students with a high level of motivation increased in the experimental group. The evaluation of student performance in the learning process was based on the completion of tasks, where an incorrect execution resulted in the report value not being displayed and an inability to progress to the next stage. Our study suggests that the incorporation of gamified educational resources has a significant impact on students’ motivation to learn, which can lead to improved academic performance and higher levels of engagement in the learning process.
URI
http://rep.enu.kz/handle/enu/19894
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65_Determining+the+Activity+of+Students+Through+the+Elements+of+Gamification.pdf (1.152Mb)
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