Articles | Open Access | https://doi.org/10.37547/ajsshr/Volume05Issue11-05

Use Of Gamicification In Literary Education – A Factor In Mastering Teaching Materials

Boburjon Tojiboyev , Independent researcher at Namangan State Pedagogical Institute, Uzbekistan

Abstract

The game scenario, aimed at ensuring the mastery of educational material in the process of literary education, includes goals, tasks, and results within the framework of a problem related to the subject of the work. The teacher should direct these elements to make the lesson content more interesting. It is appropriate to plan interconnected game tasks, the sequential solution of which is considered important to achieve the set goal. This article discusses this.  

Keywords

Gamification, simulation, motivation

References

https://izoh.uz/uz/word/simulyatsiya

https://skillspace.ru/blog/gejmifikaciya-v-obuchenii-luchshe-igrovye-priemy/

https://uz.wikipedia.org/wiki/Mem

Kambarova S. Methods of forming students’ artistic analysis competencies // Asian Journal of Multidimensional Research. Volume 11, Issue 10, October 2022. – P. 198–202. (№ 5. SJIF Impact Faсtor 8.179)

Mirzayeva Z. Djalilov K. Adabiyot. Umumiy o‘rta ta’lim maktablari 6-sinflari uchun darslik. – Toshkent: Respublika ta’lim markazi, 2022. – 224 b.

Yo‘ldoshev Q. va boshq. Adabiyot. Umumiy o‘rta ta’lim maktablarining 5-sinflari uchun darslik. 2-qism. – Тоshkent: Edutainment, 2024. – 128 b.

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How to Cite

Boburjon Tojiboyev. (2025). Use Of Gamicification In Literary Education – A Factor In Mastering Teaching Materials. American Journal Of Social Sciences And Humanity Research, 5(11), 22–24. https://doi.org/10.37547/ajsshr/Volume05Issue11-05