Gamified hidden-assessment platform for diagnosing ICT competences and supporting career guidance among Kazakhstani high-school students

Digitization is reshaping Kazakhstan's labor market; yet school-based career guidance still relies on paper inventories that fail to uncover students' latent interests in emerging technology domains. We developed Game for Career Guidance (GCG). This bilingual (web-based) platform combines gamification with hidden assessment to profile upper-secondary pupils' competences in programming, cyber-security, web development, graphics/UX, and computer architecture. A 6-week field trial involved 1,865 grade-11 learners from 45 state schools in Pavlodar. Gameplay logs captured unobtrusive event traces, which were converted to Rasch-weighted mastery scores; post-session surveys measured motivation, usability, and state anxiety. Eighty-three percent of participants reached at least medium mastery in three or more domains, and 92 % completed the tutorial and entered formal play. Mean Intrinsic Motivation Inventory (5.6/7) and System Usability Scale (SUS) (76/100) scores indicated high engagement and usability, while state-anxiety remained low (1.9/5). Hierarchical models showed that flow significantly predicted mastery after controlling for prior GPA. Qualitative feedback echoed these findings and emphasized the value of authentic micro-tasks and a seamless Kazakh–Russian interface. The results demonstrate that gamified hidden assessment can motivate learners and deliver fine-grained evidence for counselors without additional testing time. The open-source architecture offers a readily scalable blueprint for modernizing career guidance in other rapidly digitizing educational systems.

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Publication Details

Journal
Frontiers in Education
Published
2025-08-25
DOI
https://doi.org/10.3389/feduc.2025.1643246
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44

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article

Gamified hidden-assessment platform for diagnosing ICT competences and supporting career guidance among Kazakhstani high-school students

Nazira Ospanova, Gulzhan Jarassova, Садуакас Байжуманов, Ainur Tokzhigitova et al.
1 citations
Frontiers in Education
Educational Games and Gamification
3.44
article

Gamified hidden-assessment platform for diagnosing ICT competences and supporting career guidance among Kazakhstani high-school students

Nazira Ospanova, Gulzhan Jarassova, Садуакас Байжуманов, Ainur Tokzhigitova, Н. К. Токжигитова
article en
1 citations

Abstract

Digitization is reshaping Kazakhstan's labor market; yet school-based career guidance still relies on paper inventories that fail to uncover students' latent interests in emerging technology domains. We developed Game for Career Guidance (GCG). This bilingual (web-based) platform combines gamification with hidden assessment to profile upper-secondary pupils' competences in programming, cyber-security, web development, graphics/UX, and computer architecture. A 6-week field trial involved 1,865 grade-11 learners from 45 state schools in Pavlodar. Gameplay logs captured unobtrusive event traces, which were converted to Rasch-weighted mastery scores; post-session surveys measured motivation, usability, and state anxiety. Eighty-three percent of participants reached at least medium mastery in three or more domains, and 92 % completed the tutorial and entered formal play. Mean Intrinsic Motivation Inventory (5.6/7) and System Usability Scale (SUS) (76/100) scores indicated high engagement and usability, while state-anxiety remained low (1.9/5). Hierarchical models showed that flow significantly predicted mastery after controlling for prior GPA. Qualitative feedback echoed these findings and emphasized the value of authentic micro-tasks and a seamless Kazakh–Russian interface. The results demonstrate that gamified hidden assessment can motivate learners and deliver fine-grained evidence for counselors without additional testing time. The open-source architecture offers a readily scalable blueprint for modernizing career guidance in other rapidly digitizing educational systems.

Frontiers in EducationVol. 10
Toraighyrov University (KZ), Ministry of Education and Science of the Republic of Kazakhstan (KZ), Ministry of Science and Higher Education of the Republic of Kazakhstan (KZ)
Ministry of Education and Science of the Republic of Kazakhstan
Openalex Percentile: Top 8%
Educational Games and Gamification
3.44
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