ENHANCING COLLABORATIVE LEARNING BASED ON GAMIFICATION

Authors

  • Khalilova Nasiba Djamolovna PhD candidate, Navoi State University n_djamolovna@mail.ru

DOI:

https://doi.org/10.66345/stj.v4i2.5030

Keywords:

Gamifikatsiya, Kollaborativ o‘qitish, Oliy ta’lim, Ichki motivatsiya

Abstract

Ushbu tadqiqot oliy ta’limda kollaborativ o‘qitishni samaradorligini oshirishda gamifikatsiyaning ahamiyatini o‘rganadi. Kollaborativ o‘qitish tanqidiy fikrlash va jamoaviy ishlashni rivojlantirsa-da, ko‘pincha talabalar motivatsiyasi va teng ishtirokini ta’minlashda muammolar yuzaga keladi. Gamifikatsiya esa mukofotlar, reytinglar va taqdirlashlar kabi elementlardan foydalanish orqali ushbu muammolarni bartaraf etish uchun qo‘llanildi.

Tadqiqotda klassik kollaborativ ta’lim va gamifikatsiyaga asoslangan ta’lim guruhlari taqqoslandi. Testlar, kuzatuvlar va so‘rovnomalar natijalari gamifikatsiyadan foydalanilgan guruhda yuqori motivatsiya, bilimlarni yaxshiroq o‘zlashtirish va kollaboratsiya kuchliroq shakllanganini ko‘rsatdi.

Natijalar shuni ko‘rsatadiki, gamifikatsiya kollaborativ o‘qitish sifatini oshirishda samarali yondashuv bo‘lib, talabalarda faollik va mas’uliyatni oshiradi. Shuningdek, dars jarayonida talabalarga mavzuni yanada esda qolarli bo’lishini ta’minlaydi. Bu usul nafaqat o‘quv samaradorligini, balki talabalar o’ziga bo’lgan ishonchini ham sezilarli darajada yaxshilaydi.

Downloads

Download data is not yet available.

References

1. Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: A literature review. European Conference on Games Based Learning, 1, 50–57.

2. Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268.

3. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference, 9–15.

4. Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392.

5. Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161.

6. Nah, F. F.-H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014). Gamification of education: A review of literature. In International Conference on HCI in Business (pp. 401–409). Springer.

7. Johnson, D. W., & Johnson, R. T. (2009). An educational psychology success story: Social interdependence theory and cooperative learning. Educational Researcher, 38(5), 365–379.

Downloads

Published

2026-02-18

How to Cite

ENHANCING COLLABORATIVE LEARNING BASED ON GAMIFICATION . (2026). SCIENCE TIME JOURNAL, 4(2), 411-416. https://doi.org/10.66345/stj.v4i2.5030
Indexed & Abstracted In

Our articles are indexed and discoverable across leading academic databases worldwide