THE IMPACT OF GAMIFIED MATHEMATICS ACTIVITIES ON STUDENT MOTIVATION AND CLASSROOM ENGAGEMENT
PDF

Keywords

Geymifikatsiya
matematika ta'limi
o'quvchilar faolligi
o'quvchilar motivatsiyasi
ClassDojo
o'yin asosidagi faoliyatlar
quyi o'rta ta'lim

How to Cite

THE IMPACT OF GAMIFIED MATHEMATICS ACTIVITIES ON STUDENT MOTIVATION AND CLASSROOM ENGAGEMENT. (2026). Qo‘qon DPI. Ilmiy Xabarlar Jurnali, 8(08), 604-609. https://doi.org/10.70728/c.series.ped.v08.i08.087

Abstract

Ushbu tadqiqot quyi o'rta ta'lim matematika darslarida geymifikatsiyalangan faoliyatlarning o'quvchilar motivatsiyasi va faolligiga ta'sirini o'rganadi. Tadqiqotda 60 nafar o'quvchi bir akademik semestr, taxminan to'rt oy davomida ishtirok etdi. Ball, raqobat, jamoaviy ish, sinovlar, vaqt cheklovlari va rag'batlantirish kabi o'yin elementlari muntazam ravishda matematika darslariga kiritildi. Ma'lumotlar so'rovnoma, dars kuzatuvlari va ClassDojo ijobiy ballari orqali to'plandi. Natijalar o'quvchilar geymifikatsiyalangan faoliyatlarni ijobiy qabul qilgani, ularda faolroq qatnashgani va ClassDojo ballarining eng katta qismi aynan shu faoliyatlarga to'g'ri kelganini ko'rsatdi.
PDF

References

1. Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56–79. https://doi.org/10.1108/IJILT-02-2017-0009

2. 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 (pp. 9–15). Association for Computing Machinery. https://doi.org/10.1145/2181037.2181040

3. Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14, Article 9. https://doi.org/10.1186/s41239-017-0042-5

4. Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75–88.

5. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE. https://doi.org/10.1109/HICSS.2014.377

6. Jutin, N. T., & Maat, S. M. (2024). The effectiveness of gamification in teaching and learning mathematics: A systematic literature review. International Journal of Academic Research in Progressive Education and Development, 13(1). https://doi.org/10.6007/IJARPED/v13-i1/20703

7. Latorre-Cosculluela, C., Sierra-Sánchez, V., & Suárez, C. (2026). Game-changing education: Evaluating the impact of gamification on transversal skills and academic outcomes in higher education. International Journal of Educational Research, 138, 103013. https://doi.org/10.1016/j.ijer.2026.103013