Gamification and Active Learning: Engaging Students in Project Competency Development

Authors

  • Komila Timurovna Abdullaeva Senior lecturer, Samarkand International, University of Technology, Samarkand, Uzbekistan

Keywords:

Gamification, active learning, project competency, engagement, education, student motivation

Abstract

This article explores the role of gamification and active learning strategies in enhancing students’ project competency development. The study examines theoretical foundations, practical applications, and empirical evidence supporting the effectiveness of these approaches. It discusses how gamified learning environments and interactive activities foster engagement, motivation, collaboration, and critical thinking among students. Additionally, the paper highlights challenges in implementation and provides recommendations for educators and policymakers to optimize gamification and active learning in project-based education. By integrating game-like elements and hands-on learning experiences, institutions can create more stimulating and effective learning environments that cater to diverse student needs.

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.

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.

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

Piaget, J. (1973). To understand is to invent. Penguin Books.

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.

Zichermann, G., & Cunningham, C. (2011). Gamification by design. O’Reilly Media.

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Published

2025-01-31

How to Cite

Abdullaeva, K. T. (2025). Gamification and Active Learning: Engaging Students in Project Competency Development. American Journal of Open University Education, 2(1), 131–134. Retrieved from https://scientificbulletin.com/index.php/AJOUP/article/view/626

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