GAMIFICATION AND INTERACTIVE LEARNING IN SECONDARY AND HIGHER EDUCATION IN KAZAKHSTAN

2026

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DOI 10.59787/2413-5488-2025-53-1-89-105
Data confidence 70 medium
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Abstract

This article examines the implementation of gamification and active learning methods in secondary schools and higher education institutions in Kazakhstan. The purpose of the paper is toanalyzes the role of gamification in education, its effects across different educational settings, and the primary obstacles to its effective implementation. The first section reviews the educational aspects of gamification, highlighting its role in enhancing student engagement, motivation, and the shift from traditional teaching methods toward active pedagogy. It also discusses institutional barriers, such as rigid educational frameworks that hinder gamification adoption. The second section explores the differences in gamification application between secondary and higher education. Findings indicate that secondary students respond more actively to competitive game elements, such as points and leaderboards, whereas higher education students prefer simulations and project-based learning. The study also highlights challenges, including the lack of adequate resources, underprepared educators, and the absence of effective policies supporting gamification. Finally, the paper proposes key solutions, including strengthening institutional support, developing specialized teacher training programs, increasing access to digital educational materials, and introducing curriculum flexibility to integrate innovative teaching techniques.