https://ijmri.de/index.php/jmsi
volume 4, issue 3, 2025
6
INCREASE STUDENTS' MOTIVATION TO LEARN IN PRIMARY SCHOOL WITH
THE HELP OF GAMIFICATION
Khaitova Nazokat
Jizzakh State Pedagogical University, Jizzakh, Uzbekistan
nxaitova@gmail.com
ANNOTATION:
In the modern educational process, more and more attention is paid to finding
new methods to increase students' motivation. One of such methods is gamification - the
introduction of game elements into the educational process. This article is devoted to the study of
the possibilities of gamification as a tool to increase the motivation of primary school students.
The theoretical foundations of gamification, its advantages and limitations, as well as practical
examples of use in the educational process are considered. The results of the study show that
gamification helps to increase interest in learning, develop independent work skills and improve
academic performance.
Key words:
gamification, motivation, primary school, game elements, educational process,
learning activities.
INTRODUCTION
Modern education faces challenges related to low motivation of students to learn, especially in
primary school. Traditional teaching methods are not always able to hold the attention of
children who are growing up in the digital age and are accustomed to interactive formats of
interaction. In this regard, there is a need to search for new approaches that could make the
learning process more exciting and effective. One such approach is gamification - the use of
game mechanics in non-game contexts, in particular, in education. Gamification allows you to
turn the learning process into an exciting adventure, where each student can feel successful and
involved. This article examines the theoretical and practical aspects of using gamification in
primary school, as well as its impact on student motivation.
LITERATURE REVIEW
Gamification as a method of increasing motivation has been actively studied in recent decades.
Research by authors such as Jane McGonigal and Kevin Werbach shows that game elements can
evoke a sense of satisfaction, excitement, and involvement in people. In the educational context,
gamification is seen as a way to increase interest in learning and improve learning outcomes.
Several studies conducted in primary schools confirm the effectiveness of gamification. For
example, a 2018 study found that using game elements such as points, levels, and rewards
increased student engagement by 30%. Other studies highlight that gamification promotes
critical thinking, collaboration, and independence.
However, despite the positive results, there are also critical views on gamification. Some
researchers point out the risk of excessive fascination with game elements, which can distract
attention from educational goals. It is also important to take into account the individual
https://ijmri.de/index.php/jmsi
volume 4, issue 3, 2025
7
characteristics of students, since not all children react to game mechanics in the same way.
MAIN PART
Gamification as a method of increasing the motivation of primary school students is actively
studied in modern pedagogy. Its essence lies in the use of game elements in the educational
process, which makes learning more exciting and engaging. In primary school, where children
are especially receptive to game forms of interaction, gamification can become a powerful tool
for increasing interest in learning and improving academic results.
The theoretical basis of gamification is the use of elements such as points, levels, rewards, and
ratings. These mechanisms create a sense of progress and achievement in students, which
encourages them to actively participate in the learning process. For example, a system of
awarding points for completing tasks or moving up to new levels as they master the material
helps children see their successes and strive for further achievements. Rewards and badges, in
turn, serve as an additional incentive, as they symbolize recognition of the student's efforts and
achievements.
The benefits of gamification in primary school are obvious. Firstly, it increases interest in
learning, which is especially important for primary school children who are still forming their
attitude towards education. Game elements make the learning process more dynamic and
exciting, which helps to keep students’ attention. Secondly, gamification promotes the
development of independence. Students learn to set goals, plan their actions and achieve results,
which forms self-organization and responsibility skills. Thirdly, research shows that the use of
game mechanics improves academic performance. Children learn the material better when it is
presented in an interactive and game form. Finally, gamification promotes the development of
social skills. Many game mechanics involve cooperation and interaction, which helps students
learn to work in a team and develop communication skills.
Practical examples of using gamification in primary schools are varied. One popular tool is
educational platforms such as Kahoot! or Classcraft. These platforms allow teachers to create
interactive tasks, quizzes, and quests for which students receive points and rewards. For example,
on the Classcraft platform, students create their own characters and complete levels by
completing educational tasks. This not only makes the learning process more interesting, but also
helps children develop strategic thinking and planning skills. Another example is the use of a
reward system in the classroom. Teachers can introduce badges or certificates for academic
achievements, which creates additional motivation for students.
However, despite its many advantages, gamification also has its limitations. One of the main
risks is the possibility of excessive fascination with game elements. Students may focus on
earning rewards and points, forgetting about the goal of learning. This requires careful planning
and a balance between game and educational elements from teachers. In addition, it is important
to take into account individual differences among students. Not all children respond to game
mechanics in the same way, and for some, they may not be effective enough. This requires a
differentiated approach and consideration of the characteristics of each student. Finally, technical
limitations can also be an obstacle to the implementation of gamification. Not all schools have
access to the necessary technologies, which can limit the possibilities of using interactive
platforms and tools.
Thus, gamification is a promising method for increasing the motivation of primary school
students. It makes the learning process more exciting and engaging, promoting interest in
learning and improving academic results. However, for the successful implementation of
gamification, it is important to consider its limitations and risks, as well as to approach its use
https://ijmri.de/index.php/jmsi
volume 4, issue 3, 2025
8
taking into account the individual characteristics of students.
CONCLUSION
Gamification is an effective tool for increasing the motivation of primary school students. It
makes the learning process more fun and engaging, promoting interest in learning and improving
academic results. However, it is important to consider the limitations and risks associated with
the use of game elements and to approach the implementation of gamification taking into
account the individual characteristics of students. In the future, gamification may become an
integral part of the educational process, helping teachers create more effective and interesting
lessons.
REFERENCES
1.
Dweck K. Flexible consciousness: a new look at the developmental psychology of adults
and children. – MIF, 2024.
2.
Gee JP What video games have to teach us about learning and literacy //Computers in
entertainment (CIE). – 2003. – T. 1. – No. 1. – pp. 20-20.
3.
Werbach K., Hunter D. Engage and Conquer: Game Thinking in the Service of Business.
– Mann, Ivanov and Ferber, 2014.
4.
Vygotsky L. S. Thinking and speech. – Directmedia, 2014.
5.
Khaitova N. PRACTICE OF DEVELOPMENT OF STUDENTS MOTIVATION WHEN
USING GAMIFICATION //Talim va innovation tadqikotlar. – 2021. – No. 4. – pp. 188-192.
6.
Fayzullayevna XN The role of gamification in the modern educational process
//Academia Science Repository. – 2023. – T. 4. – No. 04. – pp. 589-591.
7.
Fayzullayevna N. History of Gamification and Its Role in the Educational Process|
Khaitova| International Journal of Multicultural and Multireligious Understanding //International
Journal of Multicultural and Multireligious Understanding. – 2021. – T. 8. – No. 5. – pp. 212-
216.
8.
Nazokat K. PRACTICE OF DEVELOPMENT OF STUDENTS MOTIVATION WHEN
USING GAMIFICATION: Khaitova Nazokat, Lecturer of the Department of Methods of Early
Education, Faculty of Early Education, Djizak State Pedagogical Institute, Uzbekistan //
Education and Innovation Research International Scientific and Methodological Journal.–2021. –
2021. – Vol. 4. – P. 188-192.
9.
Xaitova Nazokat Fayzullayevna. (2023). THE ROLE OF GAMIFICATION IN THE
MODERN EDUCATIONAL PROCESS.
Web of Scientist: International Scientific Research
Journal
,
4
(04), 589–591. https://doi.org/10.17605/OSF.IO/59JRK
.
10.
Nazokat K. THE ROLE OF DIGITAL GAMIFICATION IN ENHANCEING STUDENT
MOTIVATION //SHOKH LIBRARY. – 2025.
11.
Fayzullayevna XN WAYS OF USING GAMIFICATION AS A TECHNOLOGY
CONSTITUTING AN EDUCATIONAL ENVIRONMENT //International Journal of
Pedagogics. – 2024. – T. 4. – No. 03. – pp. 26-29.
12.
Sattarov A. The use of some didactic capabilities of mobile technologies in teaching in
the educational process of higher educational institutions //AIP Conference Proceedings. – AIP
Publishing, 2024. – T. 3244. – No. 1.
13.
Sattarov A. АМАЛИЙ ТОПШИРИҚЛАРНИ БАЖАРИШГА МЎЛЖАЛЛАНГАН
МОБИЛ ТЕХНОЛОГИЯЛАРИГА АСОСЛАНГАН ЎҚИТИШ МЕТОДЛАРИ //Архив
Научных Публикаций JSPI. – 2020.