This article explores gamification in education, defined as the integration of game elements and mechanics into non-game contexts to enhance student motivation and learning outcomes. It discusses the psychophysiological basis of game motivation, its application in modern education, and its alignment with the preferences of Generation Y students. The study highlights the use of gaming technologies, such as role-playing and online activities, to foster engagement, creativity, and cultural competence. Drawing on empirical evidence and psychological theories, it examines how gamification improves knowledge retention, critical thinking, and collaboration while addressing challenges like alignment with learning objectives, technological infrastructure, and ethical concerns. The article emphasizes the need for careful design and educator training to ensure effective implementation, offering insights into gamification’s transformative potential in education.
| Mualliflar | Suyunov, Bobur, Суюнов, Бобур, Suyunov, Bobur |
|---|---|
| Jurnal | Хорижий лингвистика ва лингводидактика |
| Nashr sanasi | 2025-06-25 |
| Jild | 3 |
| Son | 6/S |
| Betlar | 216-222 |
| Til | O‘zbek |
| DOI | 10.47689/2181-3701-vol3-iss6/s-pp216-222 |
DOI: 10.47689/2181-3701-vol3-iss6/s-pp216-222 · Maqolaning asl sahifasi
gemifikatsiya, motivatsiya, ta’lim, o‘yin asosidagi o‘qitish, jalb qilish, rolli o‘yinlar, texnologiya, ijodkorlik, hamkorlik, pedagogik innovatsiya, геймификация, мотивация, образование, игровое обучение, вовлечённость, ролевые игры, технология, креативность, коллаборация, педагогическая инновация, gamification, motivation, education, game-based learning, engagement, role-playing, technology, creativity, collaboration, pedagogical innovation
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