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
Annotatsiya
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.
Kalit so‘zlar
gamificationstudent motivationliterature teachingdigital learningengagementinteractive educationeducational technologylearning behavior
Iqtibos keltirish
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