Increasing Vocabulary of Pupils Using Didactic Games

dc.contributor.authorSurmaxon Ismailova
dc.date.accessioned2026-01-02T10:22:40Z
dc.date.issued2022-10-20
dc.description.abstractThe article reflects on the use of didactic games, plot games, role-playing games, businessgames, dramatic games and innovative forms of education with an innovative characterin order to strengthen the educational and cognitive activity of students in modernconditions, improve the quality and effectiveness of training
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dc.identifier.urihttps://geniusjournals.org/index.php/ejlat/article/view/2528
dc.identifier.urihttps://asianeducationindex.com/handle/123456789/75420
dc.language.isoeng
dc.publisherGenius Journals
dc.relationhttps://geniusjournals.org/index.php/ejlat/article/view/2528/2164
dc.rightshttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.sourceEurasian Journal of Learning and Academic Teaching; Vol. 13 (2022): EJLAT; 53-56
dc.source2795-739X
dc.subjectPerception, intuition, memory, thinking, speech, spiritual and moral, mental, physical and aesthetic education, motive, educational and cognitive motive
dc.titleIncreasing Vocabulary of Pupils Using Didactic Games
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dc.typePeer-reviewed Article

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