ENHANCING DIGITAL LITERACY SKILLS THROUGH GAMIFICATION ACTIVITIES OF INTERMEDIATE LEVEL STUDENTS

Authors

  • Vakhobova Zokhidakhan Abdumajit qizi Student, Uzbek State University of World Languages Author
  • Scientific Advisor: Moydinova Elmira Kamariddinovna Doctor of Philosophy (PhD) in Pedagogical Sciences, Associate Professor, Uzbek State University of World Languages Author

Keywords:

Gamification, digital literacy, intermediate-level students, educational technology, learner engagement, game-based learning, digital skills, motivation, EFL learners, classroom innovation.

Abstract

This article explores how gamification can be effectively used to enhance digital literacy skills among intermediate-level students. It discusses the concept of gamification, its theoretical foundations, and how it can be integrated into educational settings to make digital literacy instruction more engaging and effective. Through an analysis of gamified platforms, teaching strategies, and real-world classroom examples, the article highlights how game elements such as points, challenges, and leaderboards can boost motivation, participation, and skill development. The article also addresses potential challenges and offers practical recommendations for educators. The study concludes that gamification, when thoughtfully applied, can significantly improve students’ digital competencies and overall learning experience.

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Published

2025-04-15

Issue

Section

Articles

How to Cite

ENHANCING DIGITAL LITERACY SKILLS THROUGH GAMIFICATION ACTIVITIES OF INTERMEDIATE LEVEL STUDENTS. (2025). EduVision: Journal of Innovations in Pedagogy and Educational Advancements, 1(4), 277-281. https://brightmindpublishing.com/index.php/ev/article/view/464