GAMIFICATION IN EDUCATION: MAKE LEARNING FUN AND EFFECTIVE

Authors

  • Ahadova Hulkaroy
  • Boyqorayeva Aziza Rizamat qizi

Keywords:

Key words: gamification, education, motivation, training, game design, efficiency, creativity, innovation, educational games, students.

Abstract

Abstract: In the article we consider the current topic of gamification in education
as an effective tool for modern learning. Gamification is the application of game design
elements and mechanics in the educational process to increase student motivation,
improve learning, and develop creativity. The article examines examples of successful
implementation of gamification in various educational scenarios, and also discusses
the key advantages and challenges of this approach. We emphasize the importance of
creating adaptive and innovative educational games that can adequately reflect the
needs of modern learning and maintain student motivation at a high level.

References

REFERENCES:

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design

elements to gamefulness: defining "gamification". In Proceedings of the 15th

international academic MindTrek conference: Envisioning future media

environments (pp. 9-15).

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? -- a

literature review of empirical studies on gamification. In 2014 47th Hawaii

international conference on system sciences (pp. 3025-3034). IEEE.

Stepanich, B. (2012). "Exploring the impact of gamification on student

engagement." Capstone Projects and Master's Theses.

Deci, E. L., & Ryan, R. M. (2000). The "what" and "why" of goal pursuits: Human

needs and the self-determination of behavior. Psychological inquiry, 11(4), 227-

Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of

intrinsic motivations for learning. Aptitude, learning, and instruction, 3, 223-253.

Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: A literature

review. In European Conference on Games Based Learning (Vol. 1, p. 50).

Academic Conferences International Limited.

Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts,

feelings, and behavior in the laboratory and in life. Journal of personality and

social psychology, 78(4), 772.

Published

2024-01-30

How to Cite

Ahadova Hulkaroy, & Boyqorayeva Aziza Rizamat qizi. (2024). GAMIFICATION IN EDUCATION: MAKE LEARNING FUN AND EFFECTIVE . ОБРАЗОВАНИЕ НАУКА И ИННОВАЦИОННЫЕ ИДЕИ В МИРЕ, 37(2), 57–60. Retrieved from https://newjournal.org/01/article/view/10968