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ARTICLE 2025 Vol 1 · No 4 EN 03a4496d0a7a

USING GAMIFIED APPS TO BOOST STUDENT MOTIVATION IN LITERATURE CLASSES

Использование игровых приложений для повышения мотивации студентов на уроках литературы. | ADABIYOT DARSLARIDA O'QUVCHILARNING MOTIVASIYASINI OSHIRISH UCHUN O'YINLI ILOVALARDAN FOYDALANISH

Partner conferences of the International Scientific Journal Research Focus, 1(4), 855–857

Аннотация

This article investigates the use of gamified applications as an innovative approach to increasing student motivation in literature classes. The study explores how elements such as points, badges, leaderboards, and interactive challenges can transform traditional reading lessons into engaging and participatory experiences. By integrating gamification into literary education, teachers can enhance students’ interest, promote collaboration, and encourage consistent learning behavior. The article also discusses how digital tools can make literary analysis more dynamic and accessible for diverse learners. Overall, gamified learning environments show great potential in making literature classes more interactive and motivating.

Ключевые слова

gamificationstudent motivationliterature teachingdigital learningengagementinteractive educationeducational technologylearning behavior

Как цитировать

Mukhiddinova Faridabonu Ismoiljon qizi; Mahmudova Zilola Shukhrat qizi (2025). USING GAMIFIED APPS TO BOOST STUDENT MOTIVATION IN LITERATURE CLASSES. Partner conferences of the International Scientific Journal Research Focus, 1(4), 855–857. https://doi.org/10.66073/ReFocus-Conf/528

Идентификатор
https://rf-library.uz/article/03a4496d0a7a/using-gamified-apps-to-boost-student-motivation-in-literature-classes
DOI
10.66073/ReFocus-Conf/528
Лицензия
Copyright (c) 2025 Research Focus International Scientific Journal
Издатель
LLC Ilm-fan va innovatsiyalar akademiyasi
Добавлено в репозиторий
2026-08-07