• Assistant teacher, Profi University Navoi branch, Navoi, Uzbekistan Independent Researcher, Uzbekistan National Pedagogical University Tashkent, Uzbekistan

DOI

https://doi.org/10.47689/2181-3701-vol3-iss6/S-pp216-222

Keywords

gamification , motivation , education , game-based learning , engagement , role-playing , technology , creativity , collaboration , pedagogical innovation

Abstract

This article explores gamification in education, defined as the integration of game elements and mechanics into non-game contexts to enhance student motivation and learning outcomes. It discusses the psychophysiological basis of game motivation, its application in modern education, and its alignment with the preferences of Generation Y students. The study highlights the use of gaming technologies, such as role-playing and online activities, to foster engagement, creativity, and cultural competence. Drawing on empirical evidence and psychological theories, it examines how gamification improves knowledge retention, critical thinking, and collaboration while addressing challenges like alignment with learning objectives, technological infrastructure, and ethical concerns. The article emphasizes the need for careful design and educator training to ensure effective implementation, offering insights into gamification’s transformative potential in education.

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Published

Gamification in Education

How to Cite

Suyunov, B. 2025. Gamification in Education . Foreign Linguistics and Lingvodidactics. 3, 6/S (Jun. 2025), 216–222. DOI:https://doi.org/10.47689/2181-3701-vol3-iss6/S-pp216-222.