GAMIFICATION AND KAZAKH LITERATURE: EDUCATION BASED ON GAME TECHNOLOGIES

Main Article Content

Nurullayeva Jazira

Abstract

This article explores the role of gamification in teaching Kazakh literature and its impact on student engagement and comprehension. Gamification, or the integration of game elements into educational settings, enhances motivation, fosters active participation, and improves critical thinking skills. The paper discusses various game-based strategies, digital tools, and their applications in literature lessons. Special attention is given to the advantages and challenges of implementing gamification in Kazakh literature education.

Downloads

Download data is not yet available.

Article Details

Section

Articles

How to Cite

GAMIFICATION AND KAZAKH LITERATURE: EDUCATION BASED ON GAME TECHNOLOGIES. (2025). International Bulletin of Applied Science and Technology, 5(4), 112-115. https://doi.org/10.37547/

References

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining "Gamification." Proceedings of the 15th International Academic MindTrek Conference.

Prensky, M. (2001). Digital Game-Based Learning. New York: McGraw-Hill.

Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.

Kapp, K. M. (2012). The Gamification of Learning and Instruction. San Francisco: Pfeiffer.

UNESCO (2023). Innovative Teaching Strategies for Digital Learning. Paris: UNESCO Publications

Similar Articles

You may also start an advanced similarity search for this article.