DEVELOPMENT OF TECHNOLOGICAL COMPETENCES OF PRIMARY STUDENTS THROUGH GAME ACTIVITIES
| dc.contributor.author | Hamrayeva Sarvinoz Gayrat kizi | |
| dc.date.accessioned | 2026-03-09T20:30:28Z | |
| dc.date.issued | 2026-03-09 | |
| dc.description.abstract | This 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.format | application/pdf | |
| dc.identifier.uri | https://brightmindpublishing.com/index.php/ev/article/view/2211 | |
| dc.identifier.uri | https://asianeducationindex.com/handle/123456789/118659 | |
| dc.language.iso | eng | |
| dc.publisher | Bright Mind Publishing | |
| dc.relation | https://brightmindpublishing.com/index.php/ev/article/view/2211/2240 | |
| dc.rights | https://creativecommons.org/licenses/by/4.0 | |
| dc.source | EduVision: Journal of Innovations in Pedagogy and Educational Advancements; Vol. 2 No. 3 (2026); 71-74 | |
| dc.source | 3061-6972 | |
| dc.subject | Primary schools, didactic games, teaching methods, student motivation, knowledge consolidation, teaching through games, educational process, interactive learning, pedagogical effectiveness. | |
| dc.title | DEVELOPMENT OF TECHNOLOGICAL COMPETENCES OF PRIMARY STUDENTS THROUGH GAME ACTIVITIES | |
| dc.type | info:eu-repo/semantics/article | |
| dc.type | info:eu-repo/semantics/publishedVersion | |
| dc.type | Peer-reviewed Article |
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