METHODOLOGY FOR DESIGNING NEW MODULES BASED ON GAMIFICATION IN STEAM EDUCATION.

Authors

  • Abrorbek Mirzayev Author

Keywords:

STEAM education, gamification, learning module, design methodology, cognitive motivation, 21st century skills, interactive environment.

Abstract

This study examines the theoretical and practical foundations of designing educational modules in the STEAM (Science, Technology, Engineering, Arts, Mathematics) education field based on the principles of gamification. The article proposes a methodology for moving from traditional educational methods to interactive, game-enriched modules. It also analyzes the impact of gamification on students' cognitive activity and its strategic importance in training a new generation of personnel.

Author Biography

  • Abrorbek Mirzayev

    ADPI

References

1. O‘zbekiston Respublikasi Vazirlar Mahkamasining qarorlari: "STEAM ta’limini rivojlantirish chora-tadbirlari to‘g‘risida"gi me’yoriy hujjatlar.

2. Deterding, S., Dixon, D., & Khaled, R. (2011). From game design elements to gamefulness: defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15.

3. Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper and Row. (Oqim nazariyasi bo‘yicha asosiy manba).

4. Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer.

5. Yakubova, M. S. (2022). STEAM ta’lim texnologiyasi: Muammo va yechimlar. Toshkent: O‘qituvchi. (Mahalliy manba namunasi).

6. UNESCO (2020). STEAM Education for Sustainable Development. Global Education Report.

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Published

2026-05-16

How to Cite

METHODOLOGY FOR DESIGNING NEW MODULES BASED ON GAMIFICATION IN STEAM EDUCATION. (2026). Universal International Scientific Journal, 3(3.1), 1061-1063. https://universaljournal.uz/index.php/uxij/article/view/570