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Keywords

Gamification
game elements
educational technologies
learning motivation
interactive learning
digital games
innovative pedagogy
critical thinking
independent learning
student engagement
competence
pedagogical approach

How to Cite

DEVELOPING TEACHER’S SKILLS IN GAMIFICATION. (2026). SYNAPSES: INSIGHTS ACROSS THE DISCIPLINES, 3(6), 188-191. https://universalpublishings.com/index.php/siad/article/view/19447

Abstract

This article analyzes the significance of using gamification technologies in the educational process and their impact on students’ motivation, engagement, and academic achievement. Gamification integrates game elements and mechanics into learning activities, increasing students’ interest in lessons, encouraging active participation, and developing independent learning skills.
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References

Ciprian Vlad (2021). Gamification- an innovative teaching method Galaţi University Press, 43-45.

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.

EduTrends. (2016). Gamification. Monterrey: Tecnológico de Monterrey Observatory for Educational Innovation.

Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco, CA: Pfeiffer.

Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia, PA: Wharton Digital Press.

Creative Commons License

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

Copyright (c) 2026 Tamanno Kholboyeva, Farrukh Normamatov

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