"USING GAMIFICATION IN EDUCATION AND ENGAGING STUDENTS WITH TECHNOLOGY"

Authors

  • Ruzieva Umida Tairovna Author

Keywords:

Gamification, Education, Student Engagement, Learning Technologies, Game Design, Motivation, Interactive Learning, Educational Strategies, Case Studies, Teaching Practices.

Abstract

This article explores the concept of gamification in education, highlighting its potential to enhance student engagement and motivation through the integration of game design elements into learning environments. By examining various 
case studies and research findings, the article demonstrates how gamification can transform traditional educational practices, making learning more interactive and enjoyable. It also discusses the challenges and considerations educators face when 
implementing gamified strategies and provides practical recommendations for effectively incorporating technology to foster a dynamic learning experience.

References

https://study.com/academy/lesson/what-is-gamification-in-education

definition-research-strategies.html

https://prodigygame.com/main-en/blog/game-based-learning/#:~:text=Top

https://www.hmhco.com/blog/what-is-gamification-in

education#:~:text=Gamification%20in%20education%20means%20that,%2C%20Th

e%20Sims%2C%20and%20tag

Baker, R. S., Inventado, P. S. (2014). "Educational data mining and learning

analytics." In Learning, Education and Data Science

Published

2025-03-19

How to Cite

"USING GAMIFICATION IN EDUCATION AND ENGAGING STUDENTS WITH TECHNOLOGY". (2025). ОБРАЗОВАНИЕ НАУКА И ИННОВАЦИОННЫЕ ИДЕИ В МИРЕ, 65(4), 417-421. https://scientific-jl.com/obr/article/view/5419