Abstract
The aim of the research was to analyse the impact of various types of gamification on student motivation and learning achievements compared to traditional teaching methods. The research methodology included three main methods: structural-conceptual analysis, comparative analysis, and a pedagogical experiment conducted over four months (March-June 2024) involving 68 students equally from two countries: Great Britain and France. The research determined that gamification incorporates various elements and mechanisms, such as point and level systems, badges and achievements, leaderboards, learning quests, game scenarios, and role-playing games, which contribute to increased student motivation and activity. It was found that integrating these elements into the learning process stimulates the development of critical thinking, team interaction, and cognitive skills. After conducting the experiment, changes in motivation levels in the groups differed: in the control group, the proportion of students with low motivation levels (1-3 points) decreased by approximately 1-3%, while in the experimental group this proportion decreased to 12%, which is half of the initial level. In the control group, high scores (6-7) increased by 1-3%, while the proportion of high scores (6-7) in the experimental group increased 2-2.5 times compared to the results before the experiment. The level of knowledge also increased: in the control group, the proportion of correct answers improved to 60%, while this indicator in the experimental group reached 88-97%. The application of gamification methods enhanced the level of intrinsic motivation, interest, and learning activity among students, facilitated better material assimilation, and promoted the development of critical thinking and teamwork skills. Traditional methods ensured only a basic level of knowledge assimilation and moderate motivation, highlighting the effectiveness of the innovative approach in education. The obtained results can be used by secondary school teachers to implement gamification elements in curricula to enhance motivation and improve student learning achievements
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