Results Of Teaching English Using Gamification In A Digital Period
| dc.contributor.author | PhD, Associate professor, Shavkieva Dilfuza Shakarboevna | |
| dc.date.accessioned | 2026-01-02T10:44:05Z | |
| dc.date.issued | 2024-10-30 | |
| dc.description.abstract | Digital educational resources are modern technical tools, which are designed to improve and improve the quality of students’ knowledge. The inclusion of these resources in the educational process forms positive learning motivation of students, stimulates creative cognitive activity, the need for independent education. | |
| dc.format | application/pdf | |
| dc.identifier.uri | https://geniusjournals.org/index.php/ejhss/article/view/6412 | |
| dc.identifier.uri | https://asianeducationindex.com/handle/123456789/76390 | |
| dc.language.iso | eng | |
| dc.publisher | Genius Journals | |
| dc.relation | https://geniusjournals.org/index.php/ejhss/article/view/6412/5335 | |
| dc.rights | https://creativecommons.org/licenses/by-nc/4.0 | |
| dc.source | Eurasian Journal of Humanities and Social Sciences; Vol. 36 (2024): EJHSS; 27-30 | |
| dc.source | 2795-7683 | |
| dc.subject | Digital | |
| dc.subject | motivation | |
| dc.subject | stimulate | |
| dc.subject | creative | |
| dc.title | Results Of Teaching English Using Gamification In A Digital Period | |
| dc.type | info:eu-repo/semantics/article | |
| dc.type | info:eu-repo/semantics/publishedVersion | |
| dc.type | Peer-reviewed Article |
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