INNOVATIVE TECHNOLOGY APPLICATION IN EDUCATION

dc.contributor.authorDilshodakhon Muminova
dc.date.accessioned2025-12-28T13:14:48Z
dc.date.issued2025-06-02
dc.description.abstractIn light of the intense competition between the entertainment industry and the educational system, strategies are required to draw students in and engage them in the learning process. The trend in the development of virtual and augmented reality technologies indicates that in order to achieve the most logical combination of the educational process and the gaming process, educational elements—particularly those related to the course of school subjects—must be incorporated when developing applications.
dc.formatapplication/pdf
dc.identifier.urihttps://brightmindpublishing.com/index.php/EI/article/view/893
dc.identifier.urihttps://asianeducationindex.com/handle/123456789/5969
dc.language.isoeng
dc.publisherBright Mind Publishing
dc.relationhttps://brightmindpublishing.com/index.php/EI/article/view/893/920
dc.rightshttps://creativecommons.org/licenses/by/4.0
dc.sourceEducator Insights: Journal of Teaching Theory and Practice; Vol. 1 No. 5 (2025); 547-552
dc.source3061-6964
dc.subjectComputer technology, script, multimedia, augmented reality, and virtual reality.
dc.titleINNOVATIVE TECHNOLOGY APPLICATION IN EDUCATION
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dc.typePeer-reviewed Article

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