INTEGRATION OF COMPETITIVE GAMING PROGRAM ELEMENTS IN COMPUTER SCIENCE LESSONS
DOI:
https://doi.org/10.52754/16948610_2025_3_0_8%20Keywords:
competitive gaming programs, computer science, teaching methodology, programming, educational platforms, gamificationAbstract
This article presents a study of the methodology for integrating competitive gaming program elements into computer science education. Special attention is paid to the analysis of modern educational platforms such as CodeWars, HackerRank, CodinGame, and Codingbat, and their potential in developing students' programming competencies. Based on comprehensive research, a methodology for the phased implementation of gaming elements into the educational process has been developed and tested, taking into account individual student characteristics and technical capabilities of educational institutions. The research results demonstrate a significant increase in students' motivation to study programming and improvement in their algorithmic thinking skills when using competitive elements. The developed methodological recommendations include practical aspects of organizing the educational process using gaming programs and can be applied to improve computer science teaching in schools.
References
Аркабаев, Н., Кудуев, А., & Сулайманов, А. (2023). “Обучение языка Python в школе: проблемы и эффективные методы”. Вестник Ошского государственного университета. Педагогика. Психология, №1(2). сс. 24-29. https://doi.org/10.52754/16948742_2023_1(2)_3.
Аркабаев, Н.К., Назарбек к., Т. & Орозбаева, А.С. (2024). “Иллюстрацияланган үйрөткүчтөрдү колдонуу жана алардын заманбап санариптик технологиялардагы ролу”. Ош мамлекеттик университетинин Жарчысы, № 3. бб. 96-106. http://doi.org/10.52754/16948610_2024_3_9
Бешенков, С.А., Кузьмина, Н.В., Ракитина, Е.А. (Ред.) (2002). Информатика. Систематический курс. Москва: Бином. Лаборатория знаний.
Григорьев, С.Г., Гриншкун, В.В. (Ред.) (2022). Информатизация образования. Фундаментальные основы. Москва: МПГУ.
Полат, Е.С., Бухаркина, М.Ю. (Ред.) (2010). Современные педагогические и информационные технологии в системе образования. Москва: Академия.
Шестаков, Е., Пирматов, А., & Жолдошов, Т. (2024). “Применение Unity 3D для развития профессиональных навыков”. Вестник Ошского государственного университета, (2), 369–383. https://doi.org/10.52754/16948610_2024_2_37
Deterding, S., Dixon, D., Khaled, R. & Nacke, L. (2011). “From game design elements to gamefulness: defining “gamification”. 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). New York: Association for Computing Machinery. https://doi.org/10.1145/2181037.2181040
Hamari, J., Koivisto, J. and Sarsa H. (2014). “Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification”. 2014 47th Hawaii International Conference on System Sciences (pp. 3025-3034). USA: Waikoloa. https://doi.org/10.1109/HICSS.2014.377
Kapp, Karl. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Нуркасым Аркабаев

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

