Gamification in higher education: enhancing student motivation and engagement through game-based mechanics

Main Article Content

Adiba Musayeva
Diyora Usmonova

Abstract

The integration of gamification into higher education has emerged as a transformative pedagogical strategy to address the declining levels of student engagement in traditional learning environments. This paper explores the theoretical and practical implications of utilizing game-based mechanics—such as points, badges, and leaderboards—to enhance student motivation. Grounded in Self-Determination Theory (SDT), the study analyzes how gamified elements satisfy the psychological needs for autonomy, competence, and relatedness. Through a comparative experimental analysis conducted at Nizami Tashkent State Pedagogical University, the research demonstrates a significant correlation between gamified instruction and increased academic performance. The findings suggest that gamification fosters a "flow state" in learners, transforming passive information consumption into an active, goal-oriented experience.


Google Scholar


Article Details

How to Cite
Musayeva, A., & Usmonova, D. (2026). Gamification in higher education: enhancing student motivation and engagement through game-based mechanics. Scientific Collection «InterConf», (286), 83–86. Retrieved from https://archive.interconf.center/index.php/conference-proceeding/article/view/7965

References

Deterding, S., et al. (2011). From game design elements to gamefulness: Defining gamification. MindTrek.

Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies. Pfeiffer.

Ryan, R. M., & Deci, E. L. (2017). Self-determination theory. Guilford Publications.

Hamari, J. (2019). Gamification of education: A review of existing literature. International Journal of Educational Technology.