INCREASE STUDENTS' MOTIVATION TO LEARN IN PRIMARY SCHOOL WITH THE HELP OF GAMIFICATION

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Khaitova , N. (2025). INCREASE STUDENTS’ MOTIVATION TO LEARN IN PRIMARY SCHOOL WITH THE HELP OF GAMIFICATION. Journal of Multidisciplinary Sciences and Innovations, 1(2), 6–8. Retrieved from https://inlibrary.uz/index.php/jmsi/article/view/84946
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Journal of Multidisciplinary Sciences and Innovations

Abstract

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.


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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


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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


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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

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Werbach K., Hunter D. Engage and Conquer: Game Thinking in the Service of Business.

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References

Dweck K. Flexible consciousness: a new look at the developmental psychology of adults and children. – MIF, 2024.

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.

Werbach K., Hunter D. Engage and Conquer: Game Thinking in the Service of Business. – Mann, Ivanov and Ferber, 2014.

Vygotsky L. S. Thinking and speech. – Directmedia, 2014.

Khaitova N. PRACTICE OF DEVELOPMENT OF STUDENTS MOTIVATION WHEN USING GAMIFICATION //Talim va innovation tadqikotlar. – 2021. – No. 4. – pp. 188-192.

Fayzullayevna XN The role of gamification in the modern educational process //Academia Science Repository. – 2023. – T. 4. – No. 04. – pp. 589-591.

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.

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.

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 .

Nazokat K. THE ROLE OF DIGITAL GAMIFICATION IN ENHANCEING STUDENT MOTIVATION //SHOKH LIBRARY. – 2025.