FORMATION OF A GAMIFIED EDUCATIONAL ENVIRONMENT IN KAZAKHSTANI SCHOOLS: SAFETY AND EFFECTIVENESS
https://doi.org/10.47649/vau.25.v78.i3.21
Abstract
This article explores key approaches and principles for developing a gamified educational environment in schools in Kazakhstan. The purpose of the article is to present a concept taking into account the cultural and educational context of Kazakhstan. The widespread use of digital technologies and multimedia content has transformed how students interact with information, demanding the adaptation of traditional teaching methods. In this context, integrating game elements into the learning process has become increasingly relevant as a means of enhancing student motivation and engagement. The article emphasises the significance of safety in gamification, particularly in terms of promoting psychological well-being and ensuring cybersecurity. The authors propose a classification of game mechanics based on effectiveness and safety, highlighting the necessity of their cultural and pedagogical adaptation. The proposed concept offers a comprehensive and practical framework aimed at supporting the creation of a high-quality and safe educational environment in the digital era.
Keywords
About the Authors
S. IdrissovKazakhstan
Salamat Idrissov - candidate of pedagogical sciences, professor
Atyrau
G. Bekova
Kazakhstan
Guldana Bekova – PhD, Acting Associate Professor
Astana
B. Abykanova
Kazakhstan
Bakytgul Abykanova – candidate of pedagogical sciences, acting professor, Department of “Physics and technical disciplines”
Atyrau
U. Toikenova
Kazakhstan
Ulpan Toikenova – PhD student
Almaty
References
1. Precedence Research Gamification Market Size, Share, and Trends 2024 to 2034. -2023. Available at: — URL: https://www.precedenceresearch.com/gamification-market (accessed: 09.2022) [in English]
2. Bado N. Game-based learning pedagogy: A review of the literature. Interactive Learning Environments. - №30(5). -2022. -P.936-948. [in English]
3. https://adilet.zan.kz/rus/docs/P2300000249 (дата обращения) [in Russian]
4. Deterding S., Dixon D., Khaled R., Nacke L. From game design elements to gamefulness: defining “gamification” // Proceedings of the 15th International Academic MindTrek Conference. — New York: ACM, 2011. — P. 9–15. [in English]
5. Alsawaier R.S. The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology. -№35(1). -2018. -P.56-79. [in English]
6. AlMarshedi A., Wanick V., Wills G. B., & Ranchhod A. Gamification and behaviour. Gamification: Using game elements in serious contexts. -2017. -P. 9-29. [in English]
7. Toda A.M., Klock A.C., Oliveira W., Palomino P.T., Rodrigues L., Shi L., Cristea A.I. Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learning Environments. -№6(1). -2019. –P.1-14. [in English]
8. Bartle R. Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research. -1996. - №1(1). -С.19. [in English]
9. Pelling N. The (short) prehistory of “gamification” -2011. Available at: — URL: https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/ [in English]
10. Mazarakis, A. Gamification reloaded: Current and future trends in gamification science. I-com. -№20(3). 2021. -P.279-294. [in English]
11. Monterrat B., Lavoué, É., & George, S. Adaptation of gaming features for motivating learners. Simulation & Gaming. –№ 48(5). -2017. -P.625-656.5 [in English]
12. https://adilet.zan.kz/kaz/docs/Z070000319_ [in Kazakh]
13. https://adilet.zan.kz/kaz/docs/P1700000827 [in Kazakh]
Review
For citations:
Idrissov S., Bekova G., Abykanova B., Toikenova U. FORMATION OF A GAMIFIED EDUCATIONAL ENVIRONMENT IN KAZAKHSTANI SCHOOLS: SAFETY AND EFFECTIVENESS. Bulletin of the Khalel Dosmukhamedov Atyrau University. 2025;78(3):246-254. (In Kazakh) https://doi.org/10.47649/vau.25.v78.i3.21