Gamifying Lower-Secondary School Computing: A Quasi-Experimental Study with Implications for Open and Distance e-Learning

Authors

  • Ulpan Toikenova Kazakh National Women’s Teacher Training University
  • Serik Kenesbayev Kazakh National Women’s Teacher Training University
  • Kamalbek Berkimbayev Khoja Akhmet Yassawi International Kazakh-Turkish University
  • Indira Salgozha Abai Kazakh National Pedagogical University image/svg+xml
  • Zhadyra Kazhiakparova West Kazakhstan Innovative and Technological University

DOI:

https://doi.org/10.56059/w4m7em94

Keywords:

pedagogical approach, game-based methods, computing education, motivation, digital competence, secondary education

Abstract

 This study examined the value of integrating gamification into lower-secondary computing education. A mixed-methods design combined theoretical analysis, student surveys, interactive lesson development, and a three-month school-based quasi-experiment. The sample comprised 120 students from three schools in Kazakhstan, equally divided into experimental and control groups. The experimental group received gamified computing instruction, whereas the control group followed conventional teaching. Students exposed to gamification showed stronger outcomes across motivation, subject knowledge, and problem-solving: 45% reached a high motivation level compared with 20% in the control group, 40% achieved a high level of subject knowledge compared with 25%, and 50% attained a high level of problem-solving compared with 30%. The findings also indicate that gamification supported teamwork, critical thinking, and algorithmic reasoning. The study concludes that interactive tasks, reward systems, and collaborative and competitive learning formats can increase the effectiveness and attractiveness of computing instruction when aligned with educational objectives for students.

Author Biographies

  • Ulpan Toikenova, Kazakh National Women’s Teacher Training University

    Ulpan Toikenova is a Doctoral Student at the Department of Computer Science, Kazakh National Women’s Teacher Training University, Almaty, Republic of Kazakhstan. Her research focuses on innovative teaching methods in computer science education, including the integration of gamification in secondary schools. Email: toikenovaulpan@gmail.com (https://orcid.org/0009-0000-5574-825X))

  • Serik Kenesbayev, Kazakh National Women’s Teacher Training University

    Dr Serik Kenesbayev is a Professor at the Department of Computer Science, Kazakh National Women’s Teacher Training University, Almaty, Republic of Kazakhstan. He works on pedagogical approaches and digital technologies in computing education. Email: s-kenesbayev@outlook.com (https://orcid.org/0000-0002-0629-4383) 

  • Kamalbek Berkimbayev, Khoja Akhmet Yassawi International Kazakh-Turkish University

    Dr Kamalbek Berkimbayev is a Professor at the Department of Computer Engineering, Khoja Akhmet Yassawi International Kazakh-Turkish University, Turkestan, Republic of Kazakhstan. His interests include computer engineering education and the application of interactive methods in teaching computing. Email: k_berkimbayeva@hotmail.com (https://orcid.org/0009-0006-9014-2345)

  • Indira Salgozha, Abai Kazakh National Pedagogical University

    Dr Indira Salgozha is a Professor of Education, Abai Kazakh National Pedagogical University, Almaty, Republic of Kazakhstan. She focuses on the informatization of education and modern approaches to teaching informatics. Email: i.salgozha@outlook.com (https://orcid.org/0000-0002-0377-0401)

  • Zhadyra Kazhiakparova, West Kazakhstan Innovative and Technological University

    Zhadyra Kazhiakparova, PhD, is an Associate Professor at the Department of Physical Culture and Informatics, West Kazakhstan Innovative and Technological University, Uralsk, Republic of Kazakhstan. Her work involves informatics education and the use of innovative pedagogical technologies. Email: zkazhiakparova@hotmail.com (https://orcid.org/0000-0002-2347-911X

     

Published

2026-09-21

Issue

Section

Research Articles

How to Cite

Toikenova, U., Kenesbayev, S., Berkimbayev, K., Salgozha, I., & Kazhiakparova, Z. (2026). Gamifying Lower-Secondary School Computing: A Quasi-Experimental Study with Implications for Open and Distance e-Learning. Journal of Learning for Development, 13(3), 483-496. https://doi.org/10.56059/w4m7em94