USING GAMIFIED APPS TO BOOST STUDENT MOTIVATION IN LITERATURE CLASSES

Main Article Content

Mukhiddinova Faridabonu Ismoiljon qizi
Mahmudova Zilola Shukhrat qizi

Abstract

This article investigates the use of gamified applications as an innovative approach to
increasing student motivation in literature classes. The study explores how elements such as points, badges,
leaderboards, and interactive challenges can transform traditional reading lessons into engaging and
participatory experiences. By integrating gamification into literary education, teachers can enhance
students’ interest, promote collaboration, and encourage consistent learning behavior. The article also
discusses how digital tools can make literary analysis more dynamic and accessible for diverse learners.
Overall, gamified learning environments show great potential in making literature classes more interactive
and motivating. 

Article Details

Section

Articles

How to Cite

Mukhiddinova Faridabonu Ismoiljon qizi, & Mahmudova Zilola Shukhrat qizi. (2025). USING GAMIFIED APPS TO BOOST STUDENT MOTIVATION IN LITERATURE CLASSES. Partner Conferences of the International Scientific Journal Research Focus, 1(4), 855-857. https://doi.org/10.66073/ReFocus-Conf/528

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