TALABALARNING IJODIY VA INNOVATSION KOMPETENSIYALARINI SHAKLLANTIRISHDA GAMIFIKATSIYA TEXNOLOGIYASINING TA’SIRI

Authors

  • Solijonova Madinabonu Baxromjon qizi Author

Abstract

Ushbu maqolada talabalar ijodiy va innovatsion kompetensiyalarini shakllantirishda gamifikatsiya texnologiyasining ta’siri tahlil qilinadi. Gamifikatsiya o‘yin elementlarini o‘quv jarayoniga integratsiya qilish orqali talabalarning motivatsiyasi va tafakkur faoliyatini faollashtiradi. Tadqiqot davomida gamifikatsiyalashgan o‘quv muhitining ijodiy fikrlash, muammoni hal qilish va yangilikka intilish kabi ko‘nikmalarga ijobiy ta’siri empirik usullar bilan aniqlangan. Statistik tahlillar gamifikatsiya texnologiyasi qo‘llanilganda talabalar kompetensiyalarida sezilarli o‘sish borligini ko‘rsatdi. Natijalar zamonaviy ta’limda gamifikatsiya vositalaridan samarali foydalanishning dolzarbligini asoslab beradi.

References

1. Anderson, C. A., & Dill, K. E. (2013). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772–790.

2. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining" gamification". Proceedings of the 2011 annual ACM conference on Human factors in computing systems, 9–15.

3. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in entertainment (CIE), 1(1), 20–20.

4. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. 2014 47th Hawaii international conference on system sciences, 3025–3034. IEEE.

5. Kaplan, A., & Haenlein, M. (2010). Users of the world, unite! The challenges and opportunities of Social Media. Business Horizons, 53(1), 59–68.

6. Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.

7. Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification. Proceedings of Games+ Learning+ Society 8.0, 1–7.

8. Solijonova.M.B. (2024) Raqamli texnologiyalar yordamida til o‘rgatish ko‘nikmalarini rivojlantirish. 147-153. Research and implementation scientific-methodical journal

9. Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.

Downloads

Published

2025-05-25

Issue

Section

Articles