Today, the education system is not limited to providing academic knowledge but is also focused on developing students’ essential life skills (soft skills). In the context of globalization and technological progress, young people are expected to possess not only theoretical knowledge but also flexible skills such as teamwork, effective communication, critical and creative thinking, self-management, and emotional intelligence. These skills have become a key demand of the modern labor market. From this perspective, the integration of innovative technologies—virtual reality (VR), augmented reality (AR), and elements of gamification—into the educational process is considered an important tool for enhancing the effectiveness of learning and positively influencing students’ personal development. The aim of this study is to explore the potential of developing students’ soft skills by integrating VR/AR technologies and gamification into the learning process. The research is based on a combination of theoretical and empirical approaches. First, a literature review was conducted to analyze the concept of soft skills and the role of VR/AR technologies in education. In the practical part, a one-day hands-on workshop was organized for students in grades 8–11 within the framework of a STEM summer school. During the workshop, students engaged with gamified tasks using VR devices, and their activities were qualitatively observed. The results showed a significant improvement in students’ creativity, communication, self-regulation, emotional stability, and decision-making skills. Working with virtual tasks increased students’ intrinsic motivation and encouraged active participation in the learning process. Moreover, improvements were observed in students’ adaptability to new environments, digital literacy, and social interaction. This study confirms that VR/AR and gamification can be effective tools for developing soft skills.
VR/AR AND GAMIFICATION IN THE DEVELOPMENT OF STUDENTS' SOFT SKILLS
Published December 2025
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7
Abstract
Language
Қазақ
Keywords
soft skills
virtual reality (VR)
augmented reality (AR)
gamification
digital education
students
How to Cite
[1]
Беркимбаев К., Асанбек Б., . 2025. VR/AR AND GAMIFICATION IN THE DEVELOPMENT OF STUDENTS’ SOFT SKILLS. Bulletin of Abai KazNPU. series of Pedagogical Sciences. 88, 4 (Dec. 2025), 299–308. DOI:https://doi.org/10.51889/2959-5762.2025.88.4.026.
