Научные статьиM.H.Sayidova, S.U.Pulatova2025
A Comparative Analysis of Gamification and Project-Based Learning Approaches in Teaching Research Writing to Enhance Engagement, Critical Thinking, And Academic Performance
PAGE NO. - · A Comparative Analysis of · Based Learning · Approaches in Teaching · Enhance Engagement · Critical Thinking · SUBMITED March · Dinora Atadjanova · Indira Rakhimova (of the creative commons attributes 4.0 License. at Urgench State University named after Abu Rayhon Beruni, Uzbekistan) · Abu Rayhon Beruni (Doctoral student (PhD candidate) at Urgench State University named after)
Европейский международный журнал по педагогике · 05 · 2025
Аннотация
This study examines the differences between Gamification and project-based Learning (PBL) in teaching research writing to university students. Thirty participants were split into two groups using a qualitative research design: one group received instruction via Gamification, which included challenges and prizes, while the other group received PBL, which involved students working on real-world research projects. Results show that Gamification made studying more interesting and fun while significantly increasing student enthusiasm and involvement. Even though Gamification was ideal for short-term engagement, the approach did not improve research writing proficiency. In contrast, PBL was more beneficial in improving critical thinking, analytical skills and research writing skills. Students in the PBL group demonstrated stronger writing abilities and analytical skills. This study emphasizes the necessity of including PBL in research writing courses and proposes a hybrid strategy combining the two approaches to offer the best possible learning environment. European International Journal of Pedagogics 173 https://eipublication.com/index.php/eijp European International Journal of Pedagogics Keywords: Gamification, Project-Based Learning, important professional skills like teamwork, critical Research Writing, Student Engagement, Educational thinking, communication, and problem-solving through Strategies, Higher Education, Qualitative Study, engagement with real-world projects (Fernandes, Learning Outcomes. 2014). Application of both methods in online classes. Introduction: Context and Background The effectiveness of online teaching depends heavily on teachers' pedagogical competence and psychological Teaching research writing is a challenging process readiness. Training programs should focus on requiring students to develop their critical thinking, developing technical skills and psychological analytical skills, and thorough understanding of competencies like creativity, curiosity, love of learning, methodological ideas. Innovative teaching methods judgment, and perspective (Ho et al., 2023). As for the such as Gamification and project-based Learning (PBL) digital century, online classes are standard for some have gained attention for their potential to enhance students studying online for different reasons. Teachers student engagement and learning outcomes. working in online groups significantly improved Gamification integrates game-like elements, such as academic knowledge (theoretical understanding) and points, badges, and leaderboards, to create an professional knowledge (applied skills). They applied interactive learning environment (Boom-Cárcamo, knowledge (contextual application), and virtual project- Buelvas-Gutiérrez, Acosta-Onñate, & Boom-Cárcamo, based tasks promoted Meaningful Learning through 2024). Conversely, PBL engages students in practical collaboration (García, 2016). Students report higher projects that foster teamwork, critical thinking, and confidence and motivation when working on real-world problem-solving skills (Tangney, Sullivan, & Lawlor, computing projects than traditional learning 2024; Alsmadi, Kandasamy, Al Kafri, & Zahirah, 2024). approaches (Alsmadi et al., 2024). Since these methods provide different instructional approaches with differing effects on students' research PBL is effective in online and face-to-face settings for writing abilities, it is essential to compare them. enhancing students' transversal skills like collaboration, communication, and critical thinking (Tangney et al., Gamification and project-based Learning (PBL) have 2024). Similarly, computer-based games can effectively emerged as two influential pedagogical approaches to bridge the gap between classroom learning and real- enhance student engagement, motivation, and world application while developing technical knowledge learning outcomes. Using game features in non- and soft skills (Grijalvo et al., 2022). Game-based gaming environments, or Gamification, has become learning denotes the attainment of specified popular in educational settings because it can increase educational objectives via digital and non-digital games, motivation and enhance learning outcomes (Hong et content, and play (Abou Hashish, Ebtsam Aly, et al., al., 2024). Games offer unique benefits for teaching 2024). There must be a careful balance between project management by providing: learning learning and enjoyment in educational games. ● Risk-free environments for experimentation The "Software Project Management Game" ● Immediate feedback demonstrated success in this by incorporating ● Engaging and motivating experiences motivational game design principles while still achieving learning objectives (Wang et al., 2024). Visualizations in ● Opportunities to learn from mistakes (Wang et e-learning materials can help students better al., 2024) understand complex technical concepts compared to Project-based learning has evolved from a learning tr
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- Gamification, Project-Based Learning, important professional skills like teamwork, critical, Research Writing
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