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Using Gamified Apps to Boost Student Motivation in Literature Classes

Year: 2025
Type: conference-paper
Abstract: This article investigates the use of gamified applications as an innovative approach toincreasing student motivation in literature classes. The study explores how elements such as points, badges,leaderboards, and interactive challenges can transform traditional reading lessons into engaging andparticipatory experiences. By integrating gamification into literary education, teachers can enhancestudents’ interest, promote collaboration, and encourage consistent learning behavior. The article alsodiscusses how digital tools can make literary analysis more dynamic and accessible for diverse learners.Overall, gamified learning environments show great potential in making literature classes more interactiveand motivating.
Language: English
Field: Psychology
Open Access status: gold
OpenAlex ID: W7204266334
FWCI:
Cites: 3
Cited by:
Related to: 10