Influence of gamification and audio materials on the effectiveness of perception of educational material in online learning
Вплив гейміфікації та аудіоматеріалів на ефективність сприйняття навчального матеріалу в онлайн-навчанні
Kamaladin D.
2024Uzhhorod National University
Scientific Herald of Uzhhorod University. Series Physics
2024Issue 552741 - 2753 pp.
Relevance. Online education in the Republic of Kazakhstan (RK) has transitioned into higher education. To date, a unique experience of working in synchronous and asynchronous formats has been acquired, teacher training courses have been organised to improve work using IT technologies, and new online training programmes and courses are being developed and implemented on an ongoing basis. Purpose. This paper contains the results of a pilot study, the purpose of which was to identify to what extent individual means of information delivery influence the attention and perception of educational material by students in the process of online learning. Methodology. The research methodology included a review of empirical research on the topic, a series of online surveys, experimental methods, questionnaires, and self-reports of students. The pilot study was experimental in nature. Results. The analysis of results showed that the effectiveness of using gamification and audio materials in online learning is contradictory: on the one hand, the use of these technologies by students is evaluated positively – the cumulative positive assessment by students of their adaptability to new learning conditions was 76.1%, but on the other hand, 20.2% of students believe that the effectiveness of their own academic work in the online learning rate has increased, and 14% believe that the effectiveness has decreased. Conclusions. Gamification and audio materials as a means of delivering information in the educational process can only partially replace the personal contacts of a student and a teacher, increase the visibility of educational materials, and make it more interesting for the majority of the audience. However, gamification and audio materials are not suitable for everyone. Teachers are recommended to implement the considered teaching tools differentially, depending on the preferences of the students themselves. Copyright
educational process , game , higher education , IT technologies , presentation
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