GAMIFICATION AS ONE OF THE WAYS TO DEVELOP SOFT SKILLS OF HIGH SCHOOL STUDENTS

2025

Жабық қол жеткізу Метадеректер (CSL-JSON)
DOI 10.32014/2025.2518-1467.923
Деректер сенімділігі 70 орташа
Бұл баға қалай есептеледі

Ол жазбаның өзінің тексерілетін белгілерінен құралады: мақаланың DOI-і бар ма, оның деректерін қанша тәуелсіз дереккөз растады, міндетті өрістер толтырылған ба және соңғы растау қаншалықты жаңа. Дереккөздер арасындағы алшақтық пен идентификатордың болмауы бағаны төмендетеді. 80-нен бастап мән жазбаның қосымша тексерусіз жарияланғанын, 60-тан 79-ға дейін — оның сенімділігі төмен күйде жарияланғанын және қолмен тексеру ұсынылатынын білдіреді. Редактор қолмен тексерген жазбаны қайта есептеу 90-нан төмен түсірмейді. Бұл — мақаланың өзіне емес, ол туралы деректерімізге берілген баға.

Аңдатпа

The most important problem of the study is the correlation between "soft skills" and indicators of learning success, which is significant for the school in high school, as the main thing is to ensure the success of high school students in the main subjects, especially in profile subjects. The relevance of the study lies in the fact that in the modern era of continuous improvement and rapid development of new pedagogical technologies one of the important problems is the search for more and more effective ways of learning, and the development of soft skills especially in high school. The methods and ways based on interactive game elements, among which gamification seems to be one of the actual ways of development, correspond to the solution of these problems. The research methods were: aspect analysis of literature on the research topic, questionnaire survey and pedagogical experiment on the basis of complex analysis. Key hypothesis: the use of gamification technologies in the learning process allows to provide a higher level of development of soft skills and creative thinking of high school students. Conclusions: the stated hypothesis is confirmed, as modern schoolchildren are interested in game technologies based on gamification, the use of which, in their opinion, in the course of training sessions have a positive impact on the learning process. The effectiveness of the development of soft skills of high school students when using gamification technologies in the experimental group compared to the control group is higher, and is expressed in the manifestation of greater interest in the learning process, in the increase in the level of development of flexibility, increased level of rapid adaptation to non-standard situations and contexts and so on. It is also noted a significant impact of gamification technologies on the development of creative thinking skills of high school students. It is recommended to use the obtained results in practice in educational schools.