DESIGNING AND IMPLEMENTING EXPERIMENTAL GAMIFICATION-BASED TEACHING METHODS FOR RUSSIAN LANGUAGE IN TECHNICAL HIGHER EDUCATION
Akhmedova Yulduz
Researcher National University of Uzbekistan
Keywords: gamification, Russian language teaching, technical education, adaptive AI tasks, communicative competence, simulation learning, digital pedagogy.
Abstract
This article examines a methodological model for designing and implementing gamification-based instructional technologies aimed at improving Russian language teaching for students of technical higher education institutions. The study outlines the theoretical foundations of gamified learning, the development of simulation-based and AI-adaptive tasks, and the integration of communicative game formats tailored to technical contexts. Experimental results demonstrate substantial improvement in communicative competence, task engagement, and the ability to apply Russian in profession-related situations. The findings confirm the effectiveness of gamification as a pedagogical tool aligned with the cognitive and motivational characteristics of engineering students.
References
1. Artificial intelligence in education - https://www.unesco.org/en/digital-education/artificial-intelligence
2. O‘zbekiston Respublikasi Prezidentining “Chet tillarni o‘rganish tizimini yanada takomillashtirish to‘g‘risida”gi PQ-1875-sonli qarori, 2012-yil 10-dekabr.
3. Deterding S., Khaled R., Nacke L., Dixon D. (2011). Gamification: Toward a definition. Proceedings of the 2011 Annual Conference on Human Factors in Computing Systems.
4. Oʻzbekiston Respublikasining Qonuni, 23.09.2020 yildagi O‘RQ-637-son - https://lex.uz/uz/docs/-5013007a
5. O‘zbekiston Respublikasi Prezidentining 2020-yil 6-noyabrdagi PF-6108-son Farmoni. Ta’lim-tarbiya va ilm-fan sohalarini rivojlantirish to‘g‘risida. – Lex.uz.
6. O‘zbekiston Respublikasi “Ta’lim to‘g‘risida”gi Qonuni (yangi tahrir), 2020-yil. – Lex.uz.
7. Huizinga J. (2016). Homo Ludens: A Study of the Play-Element in Culture. London: Routledge.
8. Gee, J. P. (2014). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.
9. Lev Vygotsky — “Mind in Society”: https://www.marxists.org/archive/vygotsky/works/1930s/mind-in-society.pdf
10. Hutchinson, T., & Torres, E. (1994). The textbook in language teaching. ELT Journal, 48(4), 315–328.
11. Barak, M. (2018). Engineering students’ engagement in learning through a gamified online system. Journal of Engineering Education, 107(3), 396–410.
12. Kukulska-Hulme, A., & Shield, L. (2008). An overview of mobile assisted language learning: Can mobile devices support collaborative practice? ReCALL, 20(3), 271–289.
13. Shute, V., & Ke, F. (2012). Games, learning, and assessment. In Assessment in Game-Based Learning (pp. 43–58). Springer.
14. Mayer, R. E. (2021). Multimedia learning (3rd ed.). Cambridge University Press.
15. Chapelle, C. A. (2003). English language learning and technology: Lectures on applied linguistics in the age of information and communication technology. John Benjamins.














