PEDAGOGICAL ASPECTS OF IMPLEMENTING GAMIFICATION IN SECONDARY EDUCATION

This paper looks at the role of games in teaching grammar to teenagers. The goal is to find out how students feel about gamification in educational settings and investigate how it affects grammatical abilities when used in grammar instruction. Gamification is using games for a specific purpose, such as teaching grammar to pupils. It goes beyond simply employing games for this reason. 10th grade were chosen as the participants of this research. There were two groups: experimental and controlled. The present study was built on three experimental stages: pre-test, interventions, and post-test with a questionnaire. During the pre-experimental stage, both groups were conducted a pre-test which contained 20 multiple-choice questions. Students’ achievements in both groups were similar to each other. Then, students from the experimental group were taught grammar by using three games. By the end, two groups had post-tests and a questionnaire was taken from the experimental group. With the help of pre-test and post-test, the differences were defined. Students from the experimental group showed higher results compared to the control group. The data analyses, based on a questionnaire, prove that learners from the experimental group had positive perceptions about the games. Furthermore, fun and enjoyment make students stay motivated to learn new grammar.

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Publication Details

Journal
Pedagogy and Psychology
Published
2024-12-01
DOI
https://doi.org/10.51889/2960-1649.2024.61.4.010
Primary Topic
Educational Games and Gamification
Type
article
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article

PEDAGOGICAL ASPECTS OF IMPLEMENTING GAMIFICATION IN SECONDARY EDUCATION

Gaukhar Yersultanova, Medet Jandildinov, Аdlet Kariyev
Pedagogy and Psychology
Educational Games and Gamification
article

PEDAGOGICAL ASPECTS OF IMPLEMENTING GAMIFICATION IN SECONDARY EDUCATION

Gaukhar Yersultanova, Medet Jandildinov, Аdlet Kariyev
article en

Abstract

This paper looks at the role of games in teaching grammar to teenagers. The goal is to find out how students feel about gamification in educational settings and investigate how it affects grammatical abilities when used in grammar instruction. Gamification is using games for a specific purpose, such as teaching grammar to pupils. It goes beyond simply employing games for this reason. 10th grade were chosen as the participants of this research. There were two groups: experimental and controlled. The present study was built on three experimental stages: pre-test, interventions, and post-test with a questionnaire. During the pre-experimental stage, both groups were conducted a pre-test which contained 20 multiple-choice questions. Students’ achievements in both groups were similar to each other. Then, students from the experimental group were taught grammar by using three games. By the end, two groups had post-tests and a questionnaire was taken from the experimental group. With the help of pre-test and post-test, the differences were defined. Students from the experimental group showed higher results compared to the control group. The data analyses, based on a questionnaire, prove that learners from the experimental group had positive perceptions about the games. Furthermore, fun and enjoyment make students stay motivated to learn new grammar.

Pedagogy and PsychologyVol. 61(4)
Abai Kazakh National Pedagogical University (KZ), Zhezkazgan Baikonurov University (KZ)
Openalex Percentile: Top 66%
Educational Games and Gamification
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PEDAGOGICAL ASPECTS OF IMPLEMENTING GAMIFICATION IN SECONDARY EDUCATION — Gaukhar Yersultanova, Medet Jandildinov, et al. · Pedagogy and Psychology (2024) | TGRS Research Map | TGRS