The impact of gamified educational content on students’ cognitive engagement in the study of exact sciences

Authors

  • Serhii Chernenko PhD Student, Assistant of the Department of TV Journalism, Kyiv National University of Culture and Arts, Kyiv, Ukraine https://orcid.org/0000-0002-3241-9362
  • Vasyl Siladi PhD, Associate Professor, Department of Philology, Transcarpathian Ferenc Rákóczi II University, Berehovo, Ukraine https://orcid.org/0000-0002-9710-2286
  • Galina Rizak Candidate of Pharmaceutical Sciences, Adviser to the Director of the Charitable Foundation for the Support of Education and Science, Scientific, Technical and Innovative Activities, Uzhhorod, Ukraine https://orcid.org/0000-0002-0230-2366

DOI:

https://doi.org/10.5281/zenodo.20411347

Keywords:

game mechanics, digital educational platforms, cognitive activity, learning motivation, interactive technologies, educational process.

Abstract

The study’s relevance stems from the complexity and abstract nature of disciplines such as mathematics, physics, chemistry and programming, which require activating students’ cognitive activity and implementing modern pedagogical approaches. The aim of the study is to analyze the pedagogical potential of gamified practices for enhancing students’ cognitive engagement in the study of exact disciplines. The study employs the following methods: analysis of scientific sources on the use of gamification in higher education, generalization of contemporary pedagogical approaches, and a survey of students majoring in exact disciplines regarding their experience with interactive digital platforms in the learning process. In addition, a pilot empirical study was conducted involving the use of gamification elements in teaching mathematics, physics, chemistry and programming, followed by a questionnaire survey of participants. The results of the study indicate that integrating gamified elements into the educational process increases cognitive engagement, supports students’ learning motivation, and enhances their interaction with the learning material. The experiment's findings show that most respondents reported increased interest in learning and greater activity in completing tasks, while the impact on the depth of understanding of the material was moderate. The use of digital platforms, in particular Kahoot, Quizizz, and LearningApps, provides immediate feedback, visualization of learning outcomes, and creates conditions for the step-by-step processing of complex theoretical concepts. Gamification mechanisms and educational quests should be considered means of supporting students’ learning activities and interests, primarily serving a motivational function and requiring integration with other pedagogical approaches to ensure meaningful processing of educational content. Conclusions. Gamification of educational content is an effective way to activate students’ cognitive activity during the study of exact disciplines. Its use strengthens students’ motivation, supports their interest in processing complex material, and stimulates active interaction with educational content. The effectiveness of gamification is determined by its alignment with the discipline's didactic goals and the appropriateness of using digital tools in the educational process.

Published

2026-05-27

How to Cite

Chernenko, S., Siladi, V., & Rizak, G. (2026). The impact of gamified educational content on students’ cognitive engagement in the study of exact sciences. Pedagogical Academy: Scientific Notes, (30). https://doi.org/10.5281/zenodo.20411347

Issue

Section

Information and communication technologies in education