The Therapeutic Effects of Gamification in Education: Reducing Anxiety, Improving Motivation, and Enhancing Self-Efficacy

Authors

  • Xayrullayeva Diloromxon x

Keywords:

Gamification, education, anxiety reduction, motivation, self-efficacy, engagement, digital learning

Abstract

This article explores how gamification can serve therapeutic purposes in education, focusing on its ability to reduce anxiety, boost motivation, and improve self-efficacy among students. By integrating game elements such as rewards, challenges, and levels, gamified learning environments create a supportive experience that promotes emotional well-being. Through a review of current research, this article presents insights into the mental health benefits of gamification in educational settings.

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References

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences.

Landers, R. N., & Armstrong, M. B. (2017). Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model. Computers in Human Behavior, 71, 499-507.

Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31.

Published

2024-11-08

How to Cite

Xayrullayeva Diloromxon. (2024). The Therapeutic Effects of Gamification in Education: Reducing Anxiety, Improving Motivation, and Enhancing Self-Efficacy. Journal of Applied Science and Social Science, 14(11), 33–35. Retrieved from https://www.internationaljournal.co.in/index.php/jasass/article/view/345