GAMEFICATION METHOD FOR TEENAGE LEARNERS (AT SCHOOL)

Authors

  • Ismoilova Gulchiroy Hasan kizi

DOI:

https://doi.org/10.55640/

Keywords:

Gamification; teenage learners; motivation; academic performance; classroom participation; secondary education

Abstract

This study investigates the impact of gamification on teenage learners in secondary school education. Gamification, defined as the use of game-based elements such as points, badges, leaderboards, and quests in non-game contexts, has recently gained popularity in educational practice. The research was conducted with 60 students aged 14–16, divided into an experimental group exposed to gamified instruction and a control group taught through traditional methods. Over an eight-week period, data were collected through motivation surveys, academic performance tests, and classroom observations.

The results indicated that students in the gamified group demonstrated significantly higher motivation, improved test scores, and greater classroom participation compared to their peers in the control group. Qualitative feedback also revealed positive perceptions of gamification, with learners describing lessons as more engaging and enjoyable. However, some students expressed concerns about the competitive nature of leaderboards, suggesting the need for balanced design strategies.

Overall, the findings confirm that gamification can effectively enhance teenage students’ motivation and learning outcomes when applied thoughtfully. The study recommends further research on the long-term effects of gamification and its adaptation across different cultural and curricular contexts.

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References

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

2.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: Envisioning Future Media Environments, 9–15. ACM.

3.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. https://doi.org/10.1016/j.compedu.2012.12.020

4.Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? – A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, 3025–3034. IEEE. https://doi.org/10.1109/HICSS.2014.377

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Published

2025-08-21

How to Cite

GAMEFICATION METHOD FOR TEENAGE LEARNERS (AT SCHOOL). (2025). Journal of Multidisciplinary Sciences and Innovations, 4(7), 303-307. https://doi.org/10.55640/

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