DEVELOPMENT OF TECHNOLOGICAL COMPETENCES OF PRIMARY STUDENTS THROUGH GAME ACTIVITIES

dc.contributor.authorHamrayeva Sarvinoz Gayrat kizi
dc.date.accessioned2026-03-09T20:30:28Z
dc.date.issued2026-03-09
dc.description.abstractThis study aims to scientifically substantiate the impact of gaming technologies on children's cognitive development, the formation of social skills and increasing the level of general literacy. Also, one of the important aspects of the study is to determine which gaming technologies and methods of their application are most suitable for the needs of primary school students.
dc.formatapplication/pdf
dc.identifier.urihttps://brightmindpublishing.com/index.php/ev/article/view/2211
dc.identifier.urihttps://asianeducationindex.com/handle/123456789/118659
dc.language.isoeng
dc.publisherBright Mind Publishing
dc.relationhttps://brightmindpublishing.com/index.php/ev/article/view/2211/2240
dc.rightshttps://creativecommons.org/licenses/by/4.0
dc.sourceEduVision: Journal of Innovations in Pedagogy and Educational Advancements; Vol. 2 No. 3 (2026); 71-74
dc.source3061-6972
dc.subjectPrimary schools, didactic games, teaching methods, student motivation, knowledge consolidation, teaching through games, educational process, interactive learning, pedagogical effectiveness.
dc.titleDEVELOPMENT OF TECHNOLOGICAL COMPETENCES OF PRIMARY STUDENTS THROUGH GAME ACTIVITIES
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dc.typePeer-reviewed Article

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