Gamification—the integration of game-design elements into non-game educational contexts—has attracted considerable scholarly attention as a strategy for improving engagement, motivation, and achievement among adolescent learners. This article reviews and synthesises the existing theoretical and empirical literature on gamification in secondary and middle-level education, with a particular focus on learners aged 11–18. Drawing on frameworks such as Self-Determination Theory (SDT), Flow Theory, and Behavioural Reinforcement Theory, the study examines how game mechanics—points, badges, leaderboards, quests, and narrative—function in classroom environments. A thematic analysis of studies published between 2015 and 2024 reveals that well-designed gamification programmes consistently improve intrinsic motivation, collaborative behaviour, and knowledge retention. However, these effects are moderated by implementation quality, subject area, and individual learner differences. The article concludes with practical recommendations for educators and directions for future research.
| Mualliflar | Gubaydullin, Artur, Губайдуллин, Артур, Gubaydullin, Artur |
|---|---|
| Jurnal | Жамият ва инновациялар / Общество и инновации / Society and innovations |
| Nashriyot | In Science МЧЖ |
| ISSN | 2181-1415 |
| Nashr sanasi | 2026-06-25 |
| Jild | 7 |
| Son | 6/S |
| Betlar | 157-170 |
| Til | Ingliz |
| Ilmiy soha | Pedagogika |
| DOI | 10.47689/2181-1415-vol7-iss6/s-pp157-170 |
| Indeksga qo‘shilgan | 2026-08-26 |
DOI: 10.47689/2181-1415-vol7-iss6/s-pp157-170 · Maqolaning asl sahifasi
geymifikatsiya, o‘smir yoshdagi o‘quvchilar, motivatsiya, jalb etish, ta'lim texnologiyalari, o‘yinga asoslangan ta'lim, o‘rta ta'lim, геймификация, учащиеся подросткового возраста, мотивация, вовлечённость, образовательные технологии, обучение на основе игр, среднее образование, gamification, adolescent learners, motivation, engagement, educational technology, game-based learning, secondary education
| APA | Gubaydullin, Artur, Губайдуллин, Артур, & Gubaydullin, Artur (2026). The Use of Gamification in the Educational Process of Adolescent Learners. Жамият ва инновациялар / Общество и инновации / Society and innovations, 7(6/S), 157-170. https://doi.org/10.47689/2181-1415-vol7-iss6/s-pp157-170 |
|---|---|
| GOST (OAK) | Gubaydullin, Artur, Губайдуллин, Артур, Gubaydullin, Artur The Use of Gamification in the Educational Process of Adolescent Learners // Жамият ва инновациялар / Общество и инновации / Society and innovations. – 2026. – T. 7, № 6/S. – P. 157-170. – DOI: 10.47689/2181-1415-vol7-iss6/s-pp157-170. |
| MLA | Gubaydullin, Artur, Губайдуллин, Артур, and Gubaydullin, Artur. “The Use of Gamification in the Educational Process of Adolescent Learners.” Жамият ва инновациялар / Общество и инновации / Society and innovations, 7(6/S), 157-170, 2026. https://doi.org/10.47689/2181-1415-vol7-iss6/s-pp157-170 |
| Chicago | Gubaydullin, Artur, Губайдуллин, Артур, and Gubaydullin, Artur. “The Use of Gamification in the Educational Process of Adolescent Learners.” Жамият ва инновациялар / Общество и инновации / Society and innovations, 7(6/S), 157-170 (2026). https://doi.org/10.47689/2181-1415-vol7-iss6/s-pp157-170 |
| Harvard | Gubaydullin, Artur, Губайдуллин, Артур, and Gubaydullin, Artur (2026) ‘The Use of Gamification in the Educational Process of Adolescent Learners’, Жамият ва инновациялар / Общество и инновации / Society and innovations, 7(6/S), 157-170. https://doi.org/10.47689/2181-1415-vol7-iss6/s-pp157-170 |
| BibTeX | @article{gubaydullinartur2026,
title = {The Use of Gamification in the Educational Process of Adolescent Learners},
author = {Gubaydullin, Artur and Губайдуллин, Артур and Gubaydullin, Artur},
journal = {Жамият ва инновациялар / Общество и инновации / Society and innovations},
year = {2026},
volume = {7},
number = {6/S},
pages = {157-170},
doi = {10.47689/2181-1415-vol7-iss6/s-pp157-170},
url = {https://doi.org/10.47689/2181-1415-vol7-iss6/s-pp157-170}
} |
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