DIGITAL LIBRARY
GAMIFICATION IN TEACHING NATURAL AND TECHNICAL SCIENCES
International Information Technology University (KAZAKHSTAN)
About this paper:
Appears in: ICERI2022 Proceedings
Publication year: 2022
Pages: 7970-7978
ISBN: 978-84-09-45476-1
ISSN: 2340-1095
doi: 10.21125/iceri.2022.2047
Conference name: 15th annual International Conference of Education, Research and Innovation
Dates: 7-9 November, 2022
Location: Seville, Spain
Abstract:
Over the past 30 years, we have been witnessing the transition of society to a digital economy, as well as globalization, and the development of information technology. In this situation, modern education is also being transformed. The challenges of the digital age have a significant impact on education, changing its content and structure, goals and methods, and the nature of the interaction of participants in the educational process.

On the other hand, the two-year COVID-19 pandemic that has not finished yet has also strongly affected the sphere of education, forcing the educational process all over the world to move to distance learning. Thus, we can talk about the ongoing digital transformation of education.

The process of digital transformation of education includes the modernization of the fundamental components of the educational system. One of those is the organization of the educational process. In this field, a new teaching strategy has appeared recently, which is gamification.

In this paper, the authors present the approaches to introduce gamification in teaching natural and technical sciences which they apply at the International Information Technology University over the past 5 years. The developed software which has been tested and is currently being used is shown in the article.
Keywords:
Gamification, distance learning, virtual reality, augmented reality.