This article explores the integration of game-based learning (GBL) platforms into educational practice from a methodological viewpoint. It examines how GBL increases student motivation, engagement, and academic performance by creating interactive and immersive learning environments. Drawing from constructivist theories and motivational models such as Self-Determination Theory and Flow Theory, the article highlights the theoretical foundations that support GBL. It also presents empirical studies, international examples, and technological tools including artificial intelligence, augmented and virtual reality. Recommendations are provided for educators, developers, and policymakers on how to align game-based tools with curriculum objectives, assess learning outcomes through in-game analytics, and ensure inclusive education. Real-world cases from countries like India, Japan, and the United States illustrate scalable and culturally adaptable uses of GBL. Ultimately, the paper emphasizes the importance of pedagogical planning, teacher training, and technological infrastructure to ensure that GBL is effective, inclusive, and aligned with 21st-century educational demands.
| Mualliflar | Сайдуллаева , Муниса |
|---|---|
| Jurnal | Lingvospektr |
| Nashr sanasi | 2025-08-08 |
| Jild | 7 |
| Son | 1 |
| Betlar | 150-155 |
| Til | Ingliz |
O‘yin asosidagi ta’lim, pedagogika, ta’lim texnologiyalari, konstruktivizm, baholash, gamifikatsiya, Game-based learning, pedagogy, educational technology, constructivism, assessment, gamification
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