ENHANCING COMPUTER SCIENCE TEACHERS’ READINESS TO TEACH PYTHON: GAMIFICATION AND ARTIFICIAL INTELLIGENCE PLATFORMS
DOI:
https://doi.org/10.48371/PEDS.2025.78.3.026%20Keywords:
Python, quest,, gamification, artificial intelligence,, programming, informatics, innovative approaches, educational processAbstract
The article examines the experience of using gamification technologies to teach programming skills to students of the Computer Science department at Kh. Dosmukhamedov University. The authors developed special quest games incorporating gamification and AI elements to enhance students' motivation and improve the quality of mastering the learning material in Python programming. These games contributed to the development of students' analytical thinking, problem-solving skills, and teamwork abilities.
The article provides a detailed analysis of the structural features of quest games, methods of integrating them into the educational process, and their role in increasing student engagement. The research results confirmed that gamification is an effective method for teaching programming. Quest games accelerated the learning of the core Python topics and improved the quality of learning, significantly enhancing students' skills in coding, debugging, logical thinking, and problem-solving.
The methodology proposed by the authors not only improves the effectiveness of learning but also serves as a foundation for introducing new innovative approaches to the educational process. This experience is universal and can be adapted and applied in other educational institutions. The article presents valuable material aimed at fostering innovation in education.