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Item Open Access GAMIFICATION OF MEDICAL PROCESSES(СДУ хабаршысы - 2020, 2020) Adilkhan Sh. ; Alimanova M.Abstract. Nowadays, almost all areas of activity are switching to digital format. Medicine is no exception. Treatment is often not the most pleasant process, but it is certainly necessary. In medicine, the use of VR technologies is very popular. They help patients get distracted and immerse themselves in a world where they restore their health during the game. Treatment in the form of games is often more effective than traditional treatment. In this article, we have studied the methods of gamification of rehabilitation after certain diseases. Also, we developed a game prototype for the rehabilitation of hands using Leap Motion technology. Modern games are becoming more and more perfect in terms of game mechanics and content, which makes it possible to use them not only in the gaming industry, but also in the field of medicine.Item Unknown The effects of using mobile technologies and ICT to students’ attitudes and achievement(2020 International Young Scholars, 2020) Kassymbek Z.K.Abstract. This study examines how enhanced media-devices is used in classrooms in Kazakh schools from the perspective of students, teachers, and decision makers. Based on four fundamental research questions, the goal is to analyze the level and impact of mobile technologies on pedagogy and students' perceptions of mobile technologies use in the classroom. Although some schools are afraid to introduce too much enhanced media-devices into their practice, this study aims to prove that introducing mobile technologies into the teaching and learning process is extremely valuable. Despite some innovations in pedagogical strategy, including notable advances in the use of mobile technologies, most secondary schools still have a long way to go as schools around the world still have an old, teacher-oriented paradigm, as opposed to more modern, studentcentered approaches. These results indicate that the use of mobile technologies elicit positive responses from students both in terms of how they perceive the mobile activities and how it improved their performance.