Results Of Teaching English Using Gamification In A Digital Period

dc.contributor.authorPhD, Associate professor, Shavkieva Dilfuza Shakarboevna
dc.date.accessioned2026-01-02T10:44:05Z
dc.date.issued2024-10-30
dc.description.abstractDigital 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.formatapplication/pdf
dc.identifier.urihttps://geniusjournals.org/index.php/ejhss/article/view/6412
dc.identifier.urihttps://asianeducationindex.com/handle/123456789/76390
dc.language.isoeng
dc.publisherGenius Journals
dc.relationhttps://geniusjournals.org/index.php/ejhss/article/view/6412/5335
dc.rightshttps://creativecommons.org/licenses/by-nc/4.0
dc.sourceEurasian Journal of Humanities and Social Sciences; Vol. 36 (2024): EJHSS; 27-30
dc.source2795-7683
dc.subjectDigital
dc.subjectmotivation
dc.subjectstimulate
dc.subjectcreative
dc.titleResults Of Teaching English Using Gamification In A Digital Period
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dc.typePeer-reviewed Article

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