Повышение мотивации и вовлеченности учащихся посредством игровой среды обучения

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  • DIEP
Повышение мотивации и вовлеченности учащихся посредством игровой среды обучения

Аннотация

Организация активно участвующих студентов, стремящихся к успешному обучению, требует мотивации и вовлеченности студентов, но традиционные подходы к обучению могут оказаться неэффективными в поддержании интереса студентов. Игровые методы (GBL) создают систему обучения с эффектом погружения, которая использует элементы интерактивного игрового процесса для создания мотивирующих образовательных подходов для учащихся. В этом исследовании рассматривается, как игровые образовательные системы повышают заинтересованность учащихся в учебе и улучшают вовлеченность в учебный процесс, обеспечивая превосходные образовательные результаты. GBL повышает мотивацию учащихся, создавая среду обучения, которая сочетает повествование со сложными заданиями, а также соревнованиями и мотивирующими наградами, призванными помочь учащимся развить связь с изучаемыми предметами. В исследовании оцениваются различные игровые подходы, чтобы понять их влияние на поведение учащихся, а также их эмоциональную и когнитивную реакцию. Научные исследования подтвердили, что правильно спроектированные игровые системы улучшают как показатели когнитивного развития учащихся, так и усвоение знаний и их оценки. Исследование рассматривает ГБЛ, поскольку он представляет собой образовательный метод, отвечающий современным образовательным стандартам XXI века. Анализ предоставляет важную информацию, которую поставщики образовательных услуг, разработчики учебных программ и законодательные органы могут использовать для повышения мотивации в различных образовательных условиях.

Ключевые слова:

геймификация активное обучение цифровое обучение игровая механика награды и поощрения решение проблем командная работа конкуренция система обратной связи иммерсивное обучение адаптивное обучение образовательные технологии личностно-ориентированное обучение образовательные игры мотивация учащихся вовлеченность и значки достижений.

Intrоductiоn.

Students in present times show reduced focus along with diminished interest during traditional educational approaches within digital classes. Increasing digitization of education explains why educational game design effectively motivates students. Educational environments established by teachers produce more motivated and knowledge-retaining students through elements from gaming like reward-based challenges and interactive narratives. Through competitive systems and linked immediate reaction processes and group work approaches game-based learning generates student involvement with educational programs. Educational environments with integrated games show research-backed benefits toward student problem-solving skills together with critical thinking abilities and memory retention and classroom performance enhancement. The research examines how game-based learning techniques affect student participation through essential implementation methods across various educational settings (Hamari, Koivisto, & Sarsa, 2014). Participatory and self-directed educational methods become possible in game-based learning which enhances learning quality according to teachers' academic standards.

Materials.

Games present exceptional learning possibilities through motivational environments that lead to noticeable student involvement enhancement. Various successful implementation methods and considerations exist for carrying out this approach which includes the following:

Add Game Mechanics in

Students earn points through work completion that reflects their achievement in both goal completion and skill demonstration under the Leaderboards Badges and Points (PBL). Points and achievement markers serve as visual recognition elements but leaderboards maintain competitive interactions between students.

The education system requires improved progress systems that permit students to better understand their subjects for continuous learning development.

Establish a Narrative Framework (Huang & Soman, 2013).

Storytelling: Create an engaging plot for your kids. Students become more interested in educational contents when suitable assignments mirror the subjects they are studying.

Through permitting students to choose characters who symbolize their personality during games you enable them to establish personal connections with lesson content.

Promote Cooperation

The group requires collaboration to tackle special difficulties which team-based assignments solve through communication and teamwork practices.

Student learning improves due to peer feedback features that give them opportunities to review feedback from their classmates as well as provide feedback to them (Kapp, 2012).

Give them freedom and choice.

Students need access to option selection which offers multiple tasks and challenges based on their preferences and learning methods.

The game lets students create personalized learning routes because it tailors its targets to student advancement speed and requirements.

Encourage a Secure Learning Environment

The instructional procedure needs elements to educate pupils about failure as an essential learning component. Students need to learn from their mistakes inside a protected environment where no penalties exist for their mistakes.

Students should obtain mutual support by creating an educational atmosphere that focuses on learning growth.

Research and methods.

Include Technology

The educational success of students can be improved through digital platforms which serve as web sites or applications dedicated to game-based learning to offer interactive feedback and feedback in real-time.

An assessment of augmented reality (AR) and virtual reality (VR) technology should explore ways to develop interactive learning environments (Kiili, 2005).

Complement the Learning Objectives

The educational value stays intact as teachers should design game activities whose content adheres precisely to established curriculum standards together with learning objectives.

The game should contain formative tests to track student progress and comprehension because it helps monitor their development.

Constant Improvement and Feedback

The delivery of immediate performance feedback to students within game activities helps them detect both their fundamental competencies and development zones.

The design loop of iterative development supports student engagement enhancement through routine collection of feedback regarding game features and game experiences (Malone & Lepper, 1987).

Honour accomplishments

Recognition Events should be established to promote student game accomplishments through formal events which build school spirit.

Children should display their learning progress to their parents and students as well as their school community.

The motivational core of games implemented for educational purposes constitutes game-based learning (GBL) which establishes an effective alternative to traditional teaching methods. The utilization of GBL should follow these effective strategies to enhance student motivation and engagement.

Knowing the Basics:

Gamification versus Game-Based Learning (GBL):

Real games in digital or non-digital formats serve as platform for the delivery of specific material under GBL. Both parts of the game contain educational material. Play strategy games as an effective way to understand previous wars.

The method of adding game mechanics like leaderboards and points along with badges to non-game environments serves as a behaviour stimulation strategy. Students should get receiving points when they complete their assignments (Prensky, 2001).

Essential Elements of Successful GBL:

The game requirements must specifically demonstrate their support for both curriculum and learning objectives.

Free will should be granted to players because their decisions must directly influence gameplay outcomes.

The game complexity should increase step by step based on student progression levels to maintain appropriate difficulty levels.

Students need to understand their learning targets and immediately receive useful assessment about their progress.

Educational activities employing competition and collaboration should complement student engagement when considered within context of educational aims and requirements (Sailer, Hense, Mayr, & Mandl, 2017).

Students should encounter a gaming environment where they feel protected with respect and acceptance.

School teachers must incorporate games as an essential component of their current academic material rather than administering them outside the curriculum framework.

The development process of game-based learning environments requires evaluation of available games which currently exist.

Several useful education-focused experiences in commercial games can be found in Assassin's Creed: Discovery Tour as well as Kerbal Space Program and Minecraft: Education Edition.

The majority of games created for education target specific subjects as their focus. Proper examination of these games must determine their alignment with your curriculum alongside their ability to maintain student engagement.

Results.

Make Your Own Game:

Digital games: Making original games with technologies like Scratch, Unity, and GameMaker (Deterding, Dixon, Khaled, & Nacke, 2011).

Non-Digital Games encompass developing board-based activities along with card-based and role-playing simulations and classroom-based games that match your curriculum standards.

Components of Game Design to Increase Engagement and Motivation:

kredible plots attract students while strengthening their memory retention of information.

Educational tools that clearly display progress indicators include badges levels alongside progress bars.

Quick and Helpful Feedback: Give students constructive criticism as well as encouragement for their activities.

Students should obtain the ability to modify their characters together with their avatars or customize their gaming experience.

Set challenging assignment targets which students find difficult yet realistic enough to maintain their interest.

Students need to participate in group activities which promote mutual assistance along with information exchanges.

gamers should experience mastery through the game design as they progress since it enhances their sense of competence while providing achievement (Huang & Soman, 2013).

Within the educational framework students should receive intrinsic drivers (challenge, curiosity and achievement satisfaction) ahead of extrinsic rewards (grades and points). Application in the Classroom:

Preparing for the game:

Teach the students today by specifying upfront which academic objectives the game intends to achieve (Gee, 2007).

The game links directly to present curriculum content through this section.

The game requires proper definition of mandatory rules which all participants must strictly follow.

While playing the game:

The game should never be played individually by students. Students should receive guidance through your questions and your input and active introspection resources.

The development of lesson understanding can be tracked through teenage student social interactions to identify places where confusion may exist.

Passive players should receive guidance to cooperate by learning from peers throughout the activity.

Reflection and Evaluation After the Game:

The educational practice of debriefing enables teachers to discuss gameplay with students and help them draw relationships between classroom material and actual life situations.

The game provides a measure of student learning through assessment activities such as tests and assignments or observer feedback.

Feedback includes discussing pupil performance while showing them their weak areas (Deterding, Dixon, Khaled, & Nacke, 2011).

Handling Possible Difficulties:

The implementation of GBL as a practice demands significant amounts of valuable time. The initial approach should be basic before advancing to more complex tasks.

Some program software along with gaming products come with high price tags. Look for economical or no-cost replacement tools while exploring financial aid possibilities.

Every student should possess essential technology equipment. Pupils who lack access should receive alternative assignments.

Discussion.

An inappropriate management of GBL will produce classroom disruptions. Determine precise rules that specify expectations and organize structured activities for the students.

The implementation requires addressing any concerns students and parents have together with showing them the potential benefits of GBL.

Particular Techniques to Raise Engagement & Motivation:

Allow students to make their own choices within the game by selecting characters together with following quests and experimenting with solution techniques (Kiili, 2005).

Students will gain more imaginative power through interactive storytelling or by becoming part of different roles.

The level of difficulty in tasks should be made more complex for progressing students while starting with simple problems at the beginning.

The schedule includes brief stopping points together with active learning techniques that should alternate with gaming sessions to prevent exhaustion.

Students achieve better learning outcomes through creating an encouraging educational environment that celebrates their achievements in front of the entire student body (Malone & Lepper, 1987).

Students should obtain access to modify existing video games according to their preferences or participate in game development.

Determine how information taught in class can work in practical scenarios through relevant examples of real-world applications.

Examples of Learning Activities Based on Games:

Strategy game "Civilisation" provides an educational experience about various historical events across different civilizations.

The game Portal provides an excellent opportunity to demonstrate math concepts particularly problem-solving and spatial thinking.

Students can play "Minecraft: Education Edition" to study scientific concepts of physics and ecosystems.

Language Arts demands students to create role-playing games for improving their writing capabilities along with their communication skills.

The tools Scratch and Code.org allow users to develop interactive games along with animations (Prensky, 2001).

Conclusion.

Educational contexts that link enjoyable learning materials to relevant schoolwork make students more motivated to remain engaged in their academic lessons. Current standard-based teaching methods mandate educators to implement gameful design elements when they construct educational spaces which use structured games for delivering essential content and fostering team student work (Sailer, Hense, Mayr, & Mandl, 2017).

The gameplay experience lets students develop concentration on educational work creating possibilities for learning. Professional teachers use proper classroom activities to establish learning environments which drive both student academic success and foster group-work-driven motivation. The evaluation method for GBL requires sustained dedication because the methods need regular adaptations according to student feedback and performance assessment (Hamari, Koivisto, & Sarsa, 2014).

Student participation and motivational commitment in educational activities can be improved considerably when learning spaces incorporate rewarding gameplay features in their games. Students make their education into personal responsibility due to game elements that give them dynamic feedback while delivering challenges. Academic achievement for students improves when learning environments create conditions for team-based critical thinking aspects (Huang & Soman, 2013).

When teachers use recreational elements in their instructional game design the learning effects will be most effective. Students experience improved performance in academics and their careers because of game-based learning which drives contemporary educational progress.

Библиографические ссылки

Gee, J.P. (2007). What video games have to teach us about learning and literacy. Palgrave Macmillan.

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. https://doi.org/10.1109/HICSS.2014.377

Huang, W.D., & Soman, D. (2013). Gamification of education. University of Toronto, Rotman School of Management.

Kapp, K.M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Wiley.

Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13–24. https://doi.org/10.1016/j.iheduc.2004.12.001

Malone, T.W., & Lepper, M.R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. Aptitude, Learning, and Instruction, 3(1), 223–253.

Prensky, M. (2001). Digital game-based learning. McGraw-Hill.

Sailer, M., Hense, J.U., Mayr, S.K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033

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, 9–15. https://doi.org/10.1145/2181037.2181040

Опубликован

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Биография автора

Гульнора Холмуротова ,
DIEP

Учитель английского языка

Как цитировать

Холмуротова , Г. (2025). Повышение мотивации и вовлеченности учащихся посредством игровой среды обучения. Лингвоспектр, 2(1), 490–496. извлечено от https://lingvospektr.uz/index.php/lngsp/article/view/456

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