THE IMPACT OF GAMIFICATION TECHNOLOGIES ON LEARNING MOTIVATION IN PRIMARY EDUCATION

Main Article Content

Khasanova Asila

Abstract

This article analyzes the impact of using gamification technologies in the modern education system on the motivation of primary school students. The results of scientific research showed that integrating gamification technologies into the learning process increases students’ interest in learning, initiative, and self-assessment skills. During the study, the age psychology of primary school students, the influence of game elements, and the role of modern digital platforms were thoroughly examined. In conclusion, it was substantiated that gamification is not only an effective method to boost learning motivation but also contributes to solid knowledge acquisition and the development of competencies.

Downloads

Download data is not yet available.

Article Details

Section

Articles

How to Cite

THE IMPACT OF GAMIFICATION TECHNOLOGIES ON LEARNING MOTIVATION IN PRIMARY EDUCATION. (2025). International Bulletin of Applied Science and Technology, 5(7), 117-121. https://doi.org/10.37547/

References

1. Sheldon, L. (2011). The Multiplayer Classroom: Designing Coursework as a Game. Cengage Learning.

2. 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: Envisioning Future Media Environments.

3. Clark, D. (2013). The Pedagogy of Gamification. Learning Technologies.

4. 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), 227–268.

5. Maslow, A. H. (1943). A theory of human motivation. Psychological Review, 50(4), 370–396.

6. Sagdullayev, S. (2021). The role of interactive methods in increasing the motivation of primary school students. Pedagogy and Psychology, 3(10), 45–50.

7. Juraeva, N. (2020). The impact of game methods on the educational process in primary education. Public Education, 6(12), 82–85.

8. Zichermann, G., & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media, Inc.

9. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? — A literature review of empirical studies on gamification. 47th Hawaii International Conference on System Sciences.

10. Khusainov, D. (2019). The effectiveness of using game methods in primary education based on digital technologies. Scientific Bulletin of Tashkent State Pedagogical University, 2(5), 53–57.

Similar Articles

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