USING GAMIFICATION IN DEVELOPING STUDENTS' CREATIVE COMPETENCE
Gulzada Kamalova
A first-year PhD student at the department Pedagogy, Nukus State Pedagogical Institute
##semicolon## gamification, education, creative competence, evolution, game elements, digital games, simulations, engagement, motivation, challenges and quests, collaboration, feedback, intrinsic motivation, technology, learning outcomes.
सार
This text provides a comprehensive overview of the evolution of gamification in education, particularly its application in developing students' creative competence. It traces the historical development of gamification from its early emergence in non-game contexts to its integration into educational software and digital games. The discussion highlights key milestones, such as the expansion of digital games in the 2000s and the popularization of gamification in the early 2010s. It emphasizes the recent shift towards using gamification specifically to foster creativity, detailing various strategies and benefits associated with this approach. Additionally, the text acknowledges ongoing research into the effectiveness of gamification and identifies potential drawbacks that educators should consider when implementing gamified activities.
##submission.citations##
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to .gamefulness: defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). ACM.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20.
Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game‐based learning research: A review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), E6-E10.
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
Pivec, M., Dziabenko, O., & Grünwald, S. (2003). Game based learning as a challenge for the implementation of pedagogical scenarios. In Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies (ICALT'05) (pp. 424-428). IEEE.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283.
Steinkuehler, C., & Duncan, S. (2008). Scientific habits of mind in virtual worlds. Journal of Science Education and Technology, 17(6), 530-543.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249-265.
Yang, Y., & Chang, C. H. (2013). Empirical study of virtual reality for construction machinery training simulator: the cost-performance analysis. Advances in Engineering Software, 56, 11-23.