GAME-BASED METHODS IN LITERATURE CLASSES AT HIGHER EDUCATION INSTITUTIONS

Authors

  • Khudayberganov Shukhrat Erkinovich Depаrtment of Lаnguаge аnd Literаture Mаmun University

Keywords:

game-based methods, literature, higher education, teaching, active methods.

Abstract

This article discusses game-based teaching methods as an effective tool for teaching literature in higher education institutions. The relevance of the conversation about the use of gaming technologies is due to the need to create a comfortable and productive learning environment where students can not only acquire theoretical knowledge but also develop critical thinking, creativity, and teamwork skills. Various game-based methods, examples of their implementation in the educational process, and the main advantages and disadvantages of these approaches are presented in the article. In conclusion, it is emphasized that the proper implementation of game-based methods can significantly enrich the learning process and enhance its effectiveness.

References

Ivanova, T. S. (2022). Role-playing games as a means of deepening the understanding of literary works. Journal of Pedagogical Research, 15(3), 45-58.

Rudnev, D. V. (2020). Active learning methods in higher education: business games and simulations. Scientific Herald of Higher School, 8(2), 23-30.

Kuznetsova, N. V. (2019). Preparing educators to use gaming technologies in teaching. Bulletin of Pedagogical Education, 12(4), 78-85.

Solovyova, E. A. (2021). Game-based methods in education: developing critical thinking and teamwork skills. Modern Educational Technologies, 6(1), 12-20.

Piaget, J. (1972). The Psychology of Intelligence. Moscow: Progress.

Vygotsky, L. S. (1978). Thought and Language. Moscow: Pedagogy.

Bruner, J. (1996). Learning as Discovery. Moscow: Pedagogy.

Vygotsky, L. S. (1986). Problems of General and Special Education. Moscow: Pedagogy.

Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.

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).

Downloads

Published

2025-01-20

How to Cite

Khudayberganov Shukhrat Erkinovich. (2025). GAME-BASED METHODS IN LITERATURE CLASSES AT HIGHER EDUCATION INSTITUTIONS. Ethiopian International Journal of Multidisciplinary Research, 12(01), 289–293. Retrieved from https://eijmr.org/index.php/eijmr/article/view/2471