Assessing the impact of game-based pedagogies and blockchain-issued badges on computer science learning motivation in Kazakhstan
Madina Yermaganbetova (),
Ainur Tokzhigitova (),
Manargul Mukasheva (),
Aivar Sakhipov () and
Nurdaulet Zhumashev ()
International Journal of Innovative Research and Scientific Studies, 2025, vol. 8, issue 7, 805-813
Abstract:
Within the framework of Kazakhstan’s national agenda for the digital transformation of education, the search for effective methods to engage students in technical disciplines – particularly programming – has become especially significant. Traditional forms of instruction often prove insufficient in fostering sustained interest and developing practical competencies among school students, especially at the introductory stages of learning programming. This study investigates the effectiveness of employing a game-based educational system in high school computer science instruction. The gamified platform developed by the authors enables students to interact with the learning environment by writing real Python code. The entered commands directly control virtual objects, such as moving characters, overcoming obstacles, or interacting with opponents. This approach ensures that fundamental programming concepts are acquired in tandem with the development of cognitive skills. The study involved two groups of secondary school students. The experimental group learned programming using the gamified platform, while the control group received traditional instruction. Both groups were exposed to identical learning content. The results demonstrated that students in the gamified environment exhibited higher levels of engagement, achieved greater success in mastering the material, and performed better on practical programming tasks. The observed outcomes suggest that the integration of game-based learning models contributes to the development of students’ self-confidence, proactivity, and cognitive initiative. The findings highlight the effectiveness of well-structured gamification elements in achieving educational objectives in programming. Furthermore, the proposed methodology holds potential for adaptation to other practice-oriented disciplines within Kazakhstan’s education system, aligning with the strategic goals of digital transformation and addressing pressing challenges of enhancing student motivation and engagement in technical fields.
Keywords: Blockchain; Gamification; Informatics education; Motivation; Secondary education. (search for similar items in EconPapers)
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:aac:ijirss:v:8:y:2025:i:7:p:805-813:id:10604
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