The article examines gamification as a means of developing the pedagogical competence of future teachers. Gamification is treated not merely as a motivational device but as a two-level learning experience: students first participate in a gamified course and then design game elements for school learners. A "double-loop gamification" model, a table mapping game elements onto components of pedagogical competence, and methodological recommendations for pedagogical higher education institutions in Uzbekistan are proposed. The risk of undermining intrinsic motivation is discussed separately.
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o'g'li et al. (2026) studied this question.
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