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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">kaz29</journal-id><journal-title-group><journal-title xml:lang="ru">Вестник Казахстанско-Британского технического университета</journal-title><trans-title-group xml:lang="en"><trans-title>Herald of the Kazakh-British Technical University</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">1998-6688</issn><issn pub-type="epub">2959-8109</issn><publisher><publisher-name>Казахстанско-Британский Технический Университет</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.55452/1998-6688-2024-21-1-42-53</article-id><article-id custom-type="elpub" pub-id-type="custom">kaz29-1021</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>КОМПЬЮТЕРНЫЕ НАУКИ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>COMPUTER SCIENCE</subject></subj-group></article-categories><title-group><article-title>ВЛИЯНИЕ  ГЕЙМИФИКАЦИИ  С  АКЦЕНТОМ  НА  ВНЕШНЮЮ  МОТИВАЦИЮ  В  МООК  ДЛЯ  СТУДЕНТОВ  В РАЗВИВАЮЩИХСЯ РЕГИОНАХ  ИЗ  МАЛООБЕСПЕЧЕННЫХ  ГРУПП  НАСЕЛЕНИЯ:  ТЕМАТИЧЕСКОЕ  ИССЛЕДОВАНИЕ  КУРСА  LEVEL  UP   ОТ  GAMELAB  KBTU  И  UNICEF  В  КАЗАХСТАНЕ</article-title><trans-title-group xml:lang="en"><trans-title>THE  IMPACT  OF  GAMIFICATION  WITH  AN  EMPHASIS  ON  EXTERNAL   MOTIVATION  IN  MOOCS  FOR  STUDENTS  IN  EMERGING  REGIONS  FROM   AN  UNDERPRIVILEGED  GROUP:  A  CASE  STUDY  OF  THE  LEVEL  UP   COURSE  BY  GAMELAB  KBTU  AND  UNICEF  IN  KAZAKHSTAN</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0003-3477-2781</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Zhumabayeva</surname><given-names>N.</given-names></name><name name-style="western" xml:lang="en"><surname>Zhumabayeva</surname><given-names>N.</given-names></name></name-alternatives><bio xml:lang="ru"><p>магистрант</p><p>050000, г. Алматы</p></bio><bio xml:lang="en"><p>Master student</p><p>050000, Almaty</p></bio><email xlink:type="simple">n.zhumabayeva@kbtu.kz</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Mezin</surname><given-names>А.</given-names></name><name name-style="western" xml:lang="en"><surname>Mezin</surname><given-names>A.</given-names></name></name-alternatives><bio xml:lang="ru"><p>ст. научный сотрудник</p><p>050000, г. Алматы</p></bio><bio xml:lang="en"><p>Senior junior researcher</p><p>050000, Almaty</p></bio><email xlink:type="simple">a.mezin@kbtu.kz</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-6644-7778</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Knysheva</surname><given-names>А.</given-names></name><name name-style="western" xml:lang="en"><surname>Knysheva</surname><given-names>A.</given-names></name></name-alternatives><bio xml:lang="ru"><p>магистр искусств в области медиа-исследований</p><p>050000, г. Алматы</p></bio><bio xml:lang="en"><p>Master of Arts in Media Studies</p><p>050000, Almaty</p></bio><email xlink:type="simple">a.knysheva@kbtu.kz</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru">Казахстанско-Британский технический университет<country>Казахстан</country></aff><aff xml:lang="en">Kazakh-British Technical University<country>Kazakhstan</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2024</year></pub-date><pub-date pub-type="epub"><day>25</day><month>03</month><year>2024</year></pub-date><volume>21</volume><issue>1</issue><fpage>42</fpage><lpage>53</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Zhumabayeva N., Mezin А., Knysheva А., 2024</copyright-statement><copyright-year>2024</copyright-year><copyright-holder xml:lang="ru">Zhumabayeva N., Mezin А., Knysheva А.</copyright-holder><copyright-holder xml:lang="en">Zhumabayeva N., Mezin A., Knysheva A.</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://vestnik.kbtu.edu.kz/jour/article/view/1021">https://vestnik.kbtu.edu.kz/jour/article/view/1021</self-uri><abstract><p>В данной статье рассматривается влияние геймификации и внешней мотивации на вовлеченность и уровень завершения массовых открытых онлайн-курсов (МООК) с акцентом на малообеспеченные группы населения в развивающихся регионах. В центре исследования курс LEVEL UP, геймифицированный МООК, разработанный GameLab KBTU в сотрудничестве с ЮНИСЕФ для молодых женщин Казахстана с целью развития навыков в области STEM. Используя сочетание количественного анализа данных и обзора литературы, в исследовании изучается эффективность стратегий геймификации в повышении уровня завершения курса, который традиционно низок в МООК. Результаты показывают, что включение геймификации и внешних мотивирующих элементов, таких как соревновательные элементы и вознаграждения, может улучшить показатели завершения курса. Например, курс LEVEL UP достиг уровня завершения в 10%, что выше среднего уровня завершения курсов MOOC, который составляет 5–8%. Однако исследование также подчеркивает сложность баланса внешних и внутренних мотивационных факторов для поддержания долгосрочной вовлеченности и глубокого обучения. Возникшие ограничения, включая технические проблемы и ограничения платформы, подчеркивают трудности эффективной реализации таких стратегий. Рекомендации для дальнейших исследований включают изучение долгосрочного воздействия геймификации, оптимального баланса мотивационных элементов и адаптации геймификации к индивидуальным потребностям учащихся. Данная работа вносит вклад в растущее число фактов, поддерживающих использование геймификации в образовании, подчеркивая необходимость применения нюансированных подходов, которые повышают вовлеченность и результаты обучения, особенно в контексте демократизации образования для учащихся во всем мире.</p></abstract><trans-abstract xml:lang="en"><p>This paper examines the impact of gamification and external motivation on the engagement and completion rates of Massive Open Online Courses (MOOCs), with a focus on underprivileged groups in emerging regions. The research centres around the “LEVEL UP” course, a gamified MOOC designed to enhance STEM skills among young women in Kazakhstan, developed by GameLab KBTU in collaboration with UNICEF. Utilizing a combination of quantitative data analysis and literature review, the study investigates the efficacy of gamification strategies in increasing course completion rates, which are traditionally low in MOOCs. The findings indicate that the inclusion of gamification and external motivational elements, such as competitive elements and rewards, can improve completion rates. The LEVEL UP course, for example, achieved a completion rate of 10%, which is higher than the average completion rate of MOOC courses, which 5-8%. However, the study also highlights the complexity of balancing external and internal motivational factors to sustain long-term engagement and deep learning. Limitations encountered, including technical issues and platform constraints, underline the challenges of implementing such strategies effectively. Recommendations for further research include exploring the long-term impact of gamification, the optimal balance of motivational elements, and the customization of gamification to individual learner needs. This paper contributes to the growing body of evidence supporting the use of gamification in education, emphasizing the need for nuanced approaches that enhance both engagement and learning outcomes, particularly in the context of democratizing education for learners worldwide.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>геймификация</kwd><kwd>массовые открытые онлайн-курсы (МООК)</kwd><kwd>внешняя мотивация</kwd><kwd>STEM образование</kwd><kwd>малообеспеченные группы</kwd><kwd>развивающиеся регионы</kwd><kwd>показатели завершения курсов</kwd></kwd-group><kwd-group xml:lang="en"><kwd>gamification</kwd><kwd>massive open online courses (MOOCs)</kwd><kwd>external motivation</kwd><kwd>STEM education</kwd><kwd>underprivileged groups</kwd><kwd>emerging regions</kwd><kwd>course completion rates</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">Ibáñez M.-B., Di-Serio A. and Delgado-Kloos C. 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