Articles
| Open Access |
https://doi.org/10.37547/ijhps/Volume05Issue11-02
Gamification In History Education: Practical Approaches And Pedagogical Innovations
Abstract
This paper examines the application of gamification strategies in history education, focusing on practical approaches and pedagogical innovations. It analyzes the use of game elements such as quizzes, role-playing, simulations, and digital technologies (Kahoot!, Quizizz, VR) to enhance students’ motivation and engagement. The study compares national and international practices and provides recommendations for educators.
Keywords
Gamification, history education, digital learning
References
Deci, E. L., & Ryan, R. M. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78.
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. ACM.
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.
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161.
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer.
Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 1–5.
Ouariachi, T., Li, C., & Elving, W. (2017). Gamification approaches for education and engagement on pro-environmental behaviors. In Handbook of Theory and Practice of Sustainable Development in Higher Education(pp. 85–98). Springer.
Piaget, J. (1972). The psychology of the child. New York: Basic Books.
Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206.
Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. Teachers College Press.
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
Selected Uzbek Sources
Jo‘rayev, M. (2020). Tarix ta’limida innovatsion texnologiyalarni qo‘llashning pedagogik asoslari. Toshkent: Fan va texnologiya nashriyoti.
Xudoyberdiyev, A. (2019). Ta’lim jarayonida interfaol metodlardan foydalanishning samaradorligi. O‘zbekiston pedagogika jurnali, 3(2), 45–52.
Karimova, N. (2021). Gamifikatsiya va raqamli ta’lim: milliy tajriba va istiqbollar. Ta’lim va innovatsiyalar ilmiy jurnali, 7(1), 110–118.
Abdullayev, S. (2018). Tarix fanini o‘qitishda axborot texnologiyalaridan foydalanish imkoniyatlari. Pedagogik izlanishlar, 12(4), 67–74.
Article Statistics
Downloads
Copyright License
Copyright (c) 2025 Nodira Babadjanova

This work is licensed under a Creative Commons Attribution 4.0 International License.