TRANSFORMING THE STEM ENVIRONMENT: INTEGRATION OF DIGITAL PLATFORMS TO CREATE A DEEP SENSORY EXPERIENCE WITHOUT THE RISK OF COGNITIVE EXHAUSTION
DOI:
https://doi.org/10.32782/2412-9208-2026-1-94-108Keywords:
deep sensory learning, gamification, digital educational platforms, cognitive load, multimodal perception, content and language integrated learning, transformation of the educational environmentAbstract
The article examines the transformation of the educational environment through the integration of digital platforms to create a deep sensory experience without the risk of cognitive exhaustion. Particular attention is paid to overcoming cognitive load and barriers to the perception of complex scientific concepts by integrating sensory stimulation and gaming mechanics. The issue is also considered in the context of inclusion, where the creation of a managed sensory environment is critical for individuals with neurodivergence. The aim of the article is the theoretical substantiation and practical approbation of a strategy for transforming the educational environment through a transition from edutainment-style gamification to a model of deep sensory learning. The research is aimed at defining the role of digital platforms in creating an authentic research experience. The study seeks to formulate criteria for the balanced use of game elements to maintain high motivation without losing focus on scientific content. It is proven that the synergy of multimodal perception and gamification promotes deeper interiorization of knowledge. The role of primary sensory systems as a foundation for mastering complex information is substantiated. The authors analyze the educational potential of various digital tools (such as Gimkit, Genially, Classtime, Gynzy, etc.) and determine their impact on different channels of perception. A model for the phased implementation of game mechanics into the structure of an English lesson using the Content and Language Integrated Learning methodology is presented. It is established that the strategic localization of gamification at specific stages of the lesson allows for the transformation of language from an object of study into a functional tool for scientific inquiry, ensuring the development of critical thinking and soft skills in learners. The article proposes a systemic approach to the functional differentiation of digital tools depending on didactic goals and students’ individual sensory profiles. The authors offer specific criteria for selecting platforms based on the level of abstraction of scientific concepts, the required feedback vector, and the language proficiency level of learners, which avoids entertainment fatigue and ensures the scientific fundamentality and effectiveness of the learning process.
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