THE USAGE OF GAMIFICATION IN BLENDED LEARNING

Authors

  • Gulnoza Boltakulova Professor, Head of the Chair of Innovative Educational Technologies and Pedagogy, Samarkand State Institute of Foreign Languages, Uzbekistan Author
  • Mekhribon Rabbimova Samarkand State Institute of Foreign Languages Author

DOI:

https://doi.org/10.2024/t8t2ah82

Keywords:

gamification, social environment, progress tracking, learning platforms, feedback

Abstract

Implementing gamification in blended learning holds significant potential for transforming the learning experience by enhancing learner engagement, motivation, and knowledge acquisition. This article explores the rationale behind utilizing gamification techniques in blended learning settings and highlights its potential benefits, challenges by integrating game elements such as points, levels, badges, leaderboards, and rewards into the learning process, gamification aims to create a more interactive and enjoyable learning experience.

References

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th international academic mindtrek conference: Envisioning future media environments (pp. 9-15). ACM.

Landers, R. N., & Callan, R. C. (2011). Casual social games as attention restoration: The impact of different gaming experiences on cognitive performance. In Proceedings of the 44th Hawaii International Conference on System Sciences (pp. 1-10). IEEE.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025-3034). IEEE.

Farruxovna B. G. Linguistic Methods in Sentence Analysis //Journal of Pedagogical Inventions and Practices. – 2022. – Т. 13. – С. 54-56.

Rabbimova, M., & Ruzimuradova, N. (2023). Implementing Modern Methods in Teaching Process. Journal of Language Pedagogy and Innovative Applied Linguistics, 1(4), 39-43.

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

Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380.

Uzoqova, M., & Rabbimova, M. (2024). Blended Learning as an effective method for teaching grammar. Conference Proceedings: Fostering Your Research Spirit, 500-502.

Olimovna N. S. Synergetic Linguistics as a New Philosophy of Language Study //Proceedings of International Conference on Scientific Research in Natural and Social Sciences. – 2023. – Т. 2. – №. 2. – С. 136-142.

Narzullayevna S. N., Olimovna N. S. Interacting with Lower-Level Students and Overcome their Problems in Classes //Miasto Przyszłości. – 2024. – Т. 45. – С. 714-717.

Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 1-5.

Oybekovna U. S. et al. The use of technology in the classroom //Italy" actual problems of science and education in the face of modern challenges". – 2023. – Т. 14. – №. 1.

Downloads

Published

2024-05-02

How to Cite

Boltakulova, G., & Rabbimova, M. (2024). THE USAGE OF GAMIFICATION IN BLENDED LEARNING. Conference Proceedings: Fostering Your Research Spirit, 25-27. https://doi.org/10.2024/t8t2ah82