THEORETICAL AND PEDAGOGICAL FOUNDATIONS FOR DEVELOPING COGNITIVE APPROACHES AND METACOGNITIVE SKILLS IN THE PROCESS OF GAMIFICATION

Main Article Content

Abstract:

This study explores the theoretical foundations of enhancing learners’ cognitive processes (perception, memory, and thinking) and metacognitive skills (self-regulated learning) through gamification in language teaching. Gamification addresses the motivational limitations of traditional cognitive approaches by encouraging active knowledge processing through game mechanics such as missions, points, and levels. The analysis demonstrates that gamified tasks activate all stages of Bloom’s Taxonomy, prompting learners to engage in logical reasoning, strategic planning, and reflective thinking.

Article Details

How to Cite:

Maparova, Z. . (2025). THEORETICAL AND PEDAGOGICAL FOUNDATIONS FOR DEVELOPING COGNITIVE APPROACHES AND METACOGNITIVE SKILLS IN THE PROCESS OF GAMIFICATION. Eurasian Journal of Academic Research, 5(12), 67–72. Retrieved from https://in-academy.uz/index.php/ejar/article/view/68624

References:

Abbassyakhrin, A., & Setyosari, P. (2024). Gamified Cognitive Learning Model: Balancing cognitive load for enhanced learning efficiency. Journal of Educational Technology and Innovation, 12(3), 45-60.

Anderson, L. W., & Krathwohl, D. R. (Eds.). (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom's taxonomy of educational objectives. Longman.

Flavell, J. H. (1979). Metacognition and cognitive monitoring: A new area of cognitive–developmental inquiry. American Psychologist, 34(10), 906–911.

Kassenkhan, A., Lee, J., & Zhang, Y. (2025). Problem-based learning mechanics in gamified language environments: A cognitive approach. International Journal of Game-Based Learning, 15(1), 22-38.

Ma, X., & Chen, L. (2025). Neurocognitive engagement in gamified learning: The role of dopamine and visual feedback systems. Computers & Education, 215, 105-120.

Nilubol, K., & Sitthitikul, P. (2025). From passive intake to active processing: Cognitive strategies in gamified English language acquisition. RELC Journal, 56(1), 78-94.

OECD. (2024). Education 2030: The future of education and skills - Metacognition as a core competency. OECD Publishing.

Qiao, S., Li, M., & Wang, R. (2022). Deepening knowledge processing: The integration of game mechanics and cognitive tasks. Interactive Learning Environments, 30(8), 1505-1520.

Shehata, A., El-Baz, H., & Mikhail, W. (2024). Safe failure and cognitive adaptation in digital game-based language learning. Language Learning & Technology, 28(2), 34-52.

Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257–285.

Tzeng, J., Huang, H., & Chen, G. (2023). Gamification and the self-regulated learning cycle: A design framework. Educational Technology Research and Development, 71(4), 1567-1585.