GAMIFICATION AS A MEANS OF ENHANCING STUDENTS' ACADEMIC MOTIVATION
Keywords:
gamification, academic motivation, student engagement, game mechanics, points, badges, leaderboard, Kahoot!, Quizizz, Duolingo, intrinsic motivation, extrinsic motivation.Abstract
This article examines gamification as a pedagogical tool for enhancing students' academic motivation in modern higher education. The study aims to determine the degree to which gamification elements (points, levels, badges, leaderboards, narratives) influence academic engagement, performance, and motivation. The article analyses contemporary motivation theories, key gamification mechanics, and leading digital platforms - Kahoot!, Quizizz, Duolingo, ClassDojo. Primary data were collected through an experiment involving 120 students divided into experimental (with gamification) and control groups. Results show statistically significant superiority of the experimental group across all measured indicators: engagement +21 points, academic performance +16 points. A survey revealed that 72% of students reported increased motivation when gamification was used. The conclusion affirms the effectiveness of this approach when certain pedagogical conditions are met and potential risks - excessive competition and superficial learning - are mitigated.



