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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">asu</journal-id><journal-title-group><journal-title xml:lang="ru">Вестник Атырауского университета имени Халела Досмухамедова</journal-title><trans-title-group xml:lang="en"><trans-title>Bulletin of the Khalel Dosmukhamedov Atyrau University</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2077-0197</issn><issn pub-type="epub">2790-332X</issn><publisher><publisher-name>Атырауский университет имени Халела Досмухамедова</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.47649/vau.24.v74.i3.09</article-id><article-id custom-type="elpub" pub-id-type="custom">asu-1447</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>ПЕДАГОГИКА И ПСИХОЛОГИЯ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>PEDAGOGY AND PSYCHOLOGY</subject></subj-group></article-categories><title-group><article-title>ВЛИЯНИЕ ГЕЙМИФИЦИРОВАННЫХ ОБРАЗОВАТЕЛЬНЫХ ПРИЛОЖЕНИЙ НА УСПЕВАЕМОСТЬ ШКОЛЬНИКОВ В ИЗУЧЕНИИ АНГЛИЙСКОГО ЯЗЫКА КАК ИНОСТРАННОГО</article-title><trans-title-group xml:lang="en"><trans-title>THE IMPACT OF GAMIFIED EDUCATIONAL APPLICATIONS ON SECONDARY SCHOOL STUDENTS' ACHIEVEMENT IN LEARNING ENGLISH AS A FOREIGN LANGUAGE</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-5684-7364</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Дуйсенова</surname><given-names>М.</given-names></name><name name-style="western" xml:lang="en"><surname>Duisenova</surname><given-names>M. M.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Маржан Дуйсенова - PhD, постдокторант, кафедра «Английского языка»</p><p>Шымкент</p></bio><bio xml:lang="en"><p>Marzhan Duisenova - PhD, postdoctoral, “English” department, South Kazakhstan Pedagogical</p><p>Shimkent, 160012</p></bio><email xlink:type="simple">duisenova.marzhan@okmpu.kz</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru">ЮжноКазахстанский педагогический университет имени Өзбекәлі Жәнібеков<country>Россия</country></aff><aff xml:lang="en">U. Zhanibekov South Kazakhstan Pedagogical University Shymkent<country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2024</year></pub-date><pub-date pub-type="epub"><day>12</day><month>10</month><year>2024</year></pub-date><volume>74</volume><issue>3</issue><fpage>98</fpage><lpage>107</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Дуйсенова М.M., 2024</copyright-statement><copyright-year>2024</copyright-year><copyright-holder xml:lang="ru">Дуйсенова М.</copyright-holder><copyright-holder xml:lang="en">Duisenova M.M.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://asu.ejournal.kz/jour/article/view/1447">https://asu.ejournal.kz/jour/article/view/1447</self-uri><abstract><p>Данное исследование оценивает эффективность использования игровых образовательных приложений для повышения вовлеченности учащихся средних школ в процесс изучения английского языка. В работе используется сравнительная методология для оценки влияния геймификации на мотивацию учащихся, освоение языка и общий учебный опыт. Исследование проводится среди учащихся с разными языковыми предпосылками и включает как количественные, так и качественные методы для оценки эффективности игровых образовательных приложений по сравнению с традиционными подходами в обучении языкам.</p><p>Результаты показывают заметную и положительную связь между использованием игровых методов в изучении языка и повышением активности учащихся. Применение элементов геймификации, таких как интерактивные задачи, награды и соревнования, способствует созданию динамичной и интересной учебной среды. Это, в свою очередь, мотивирует учащихся активнее участвовать в деятельности по освоению языка. Сравнительный анализ подчеркивает преимущества игровых приложений в повышении языковой компетенции, памяти и межличностных навыков.</p><p>Кроме того, исследование изучает, как технологии способствуют изучению языка с помощью геймификации. Оцениваются доступность, полезность и адаптивность этих программ. Находки данного исследования вносят вклад в продолжающееся обсуждение инновационных методов обучения, предоставляя ценные сведения об эффективности игровых образовательных приложений в качестве инструментов для преподавания английского языка. Результаты поддерживают внедрение игровых образовательных приложений в языковые курсы, обеспечивая более увлекательный и участвующий опыт обучения для учащихся.</p></abstract><trans-abstract xml:lang="en"><p>This study investigates the effectiveness of gamified educational applications in improving students' involvement in the process of learning the English language among secondary school students. The study employs a comparative methodology to evaluate the influence of gamification on students' motivation, language acquisition, and overall learning experience. The study uses a sample of students with different language backgrounds and applies both quantitative and qualitative methodologies to assess the efficacy of gamified educational apps in comparison to conventional language learning approaches. The results demonstrate a notable and favorable association between the use of gamified language learning and heightened student involvement. The use of gamification components, such as interactive challenges, prizes, and competition, has been proven to create a dynamic and interesting learning environment. This, in turn, motivates students to actively engage in language acquisition activities. The comparative analysis emphasizes the benefits of gamified applications in enhancing language proficiency, memory, and interpersonal abilities. Furthermore, the study examines how technology facilitates language learning by including gamification. It assesses the accessibility, usefulness, and adaptability of these programs. The findings of this research add to the continuing discussion on creative teaching methods, providing valuable information on the effectiveness of gamified educational apps as instruments for teaching the English language. The results endorse the incorporation of gamified educational apps into language classes, providing a more engaging and participatory learning experience for learners.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>обучение на основе игр</kwd><kwd>английский как иностранный язык</kwd><kwd>мобильные приложения</kwd><kwd>вовлеченность учащихся</kwd><kwd>изучение языка</kwd><kwd>образовательные технологии</kwd><kwd>инновационная педагогика</kwd></kwd-group><kwd-group xml:lang="en"><kwd>Game-based learning</kwd><kwd>EFL</kwd><kwd>mobile apps</kwd><kwd>student engagement</kwd><kwd>language acquisition</kwd><kwd>educational technology</kwd><kwd>innovative pedagogy</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Fu, Y., Zhang, L., Zhao, S., &amp; Chen, Y. (2021). Perceptions of non-English major college students on learning English vocabulary with gamified apps. 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