Gamifikatsiya texnologiyasi asosida talabalarning o‘quv motivatsiyasini rivojlantirish
DOI:
https://doi.org/10.5281/zenodo.20644574Аннотация
Ushbu maqolada ta’lim jarayoniga gamifikatsiya texnologiyasini joriy etish orqali talabalar o‘quv motivatsiyasini
rivojlantirish masalasi yoritiladi. Gamifikatsiya - o‘yin mexanikasi va elementlarini o‘quv faoliyatiga tatbiq etish orqali
talabalarda qiziqish, faollik va ichki rag‘batni oshiradigan samarali pedagogik texnologiya sifatida ko‘rib chiqiladi
Ключевые слова
gamifikatsiya, o‘quv motivatsiyasi, talaba faolligi, raqamli ta’lim texnologiyalari, interaktiv o‘qitish, rag‘batlantirish mexanizmlari.Библиографические ссылки
1. Deterding, S. et al. (2011). Defining Gamification. MindTrek Conference.
2. Kapp, K. (2012). The Gamification of Learning and Instruction. Pfeiffer.
3. Hamari, J. et al. (2014). Does Gamification Work? HICSS Conference.
4. Domínguez, A. et al. (2013). Gamified Learning Outcomes. Computers & Education.
5. Seaborn, K., & Fels, D. (2015). Gamification Review. Computers in Human Behavior.
6. Sailer, M. et al. (2017). Motivation in Gamified Learning. Journal of Educational Psychology.
7. Buckley, P., & Doyle, E. (2016). Gamification and Student Motivation. Interactive Learning Environments.
8. Landers, R. (2014). Theory of Gamified Learning. Simulation & Gaming.
9. Zainuddin, Z. (2018). Gamified E-learning Motivation. IJET.
10. Toda, A. (2018). Negative Effects of Gamification. Computers in Human Behavior
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