Model and implementation of the stealth assessment system for IT competencies in career guidance using gamification

Authors

DOI:

https://doi.org/10.32523/3080-1710-2025-152-3-107-125

Keywords:

Career guidance, gamification, stealth assessment, IT competencies, education, model

Abstract

The article addresses the urgent issue of developing IT competencies among students in the context of education digitalization. In the face of rapid advancements in digital technologies, early career guidance based on determining students’ affinity for information technology has become especially important. However, traditional methods of career guidance often fail to provide an objective diagnosis of students' real practical skills and digital competencies. In this regard, one of the promising solutions is the introduction of gamification into the educational process. The use of game elements and stealth assessment technologies in educational environments helps to increase students’ motivation, actively engage them in the learning process, and objectively identify their abilities.

The article analyzes the regulatory documents of the Republic of Kazakhstan that govern the introduction of gamification methods in the educational system, as well as examples of practical implementation of this approach. It presents the informational model and computer implementation of the gamified platform "GCG" (Game for Career Guidance) for the hidden assessment of students' IT skills. The purpose of the research is to present the model of the information system of a game platform for the stealth assessment of IT competencies for career guidance and to demonstrate its implementation. The work includes the scientific justification of the model, the determination of criteria and mechanisms for hidden diagnosis of IT competencies, and presents the result of the model’s implementation in the form of a software product.

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Published

2025-09-30

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Статьи

How to Cite

Model and implementation of the stealth assessment system for IT competencies in career guidance using gamification. (2025). Gumilyov Journal of Pedagogy, 152(3), 107-125. https://doi.org/10.32523/3080-1710-2025-152-3-107-125

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