FEATURES OF GAMIFICATION IMPLEMENTATION IN THE EDUCATIONAL SPHERE

dc.contributor.authorKhafizova Mashkhura Aminovna
dc.date.accessioned2025-12-29T17:56:15Z
dc.date.issued2024-03-31
dc.description.abstractThe purpose of this article is to study and research methods and forms of gamification application in the educational process. The methodology of the article is based on the effective use of various modern pedagogical approaches accompanied by gaming technologies. The practical significance of the article lies in the possibility of further application of the main provisions and conclusions both in psychological and pedagogical activity and in the educational process.
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dc.identifier.urihttps://webofjournals.com/index.php/5/article/view/1044
dc.identifier.urihttps://asianeducationindex.com/handle/123456789/23933
dc.language.isoeng
dc.publisherWeb of Journals Publishing
dc.relationhttps://webofjournals.com/index.php/5/article/view/1044/1012
dc.rightshttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.sourceWeb of Medicine: Journal of Medicine, Practice and Nursing ; Vol. 2 No. 3 (2024): WOM; 101-103
dc.source2938-3765
dc.subjectGamification, educational process, specialized skills, free communication, game technologies, effective form of education.
dc.titleFEATURES OF GAMIFICATION IMPLEMENTATION IN THE EDUCATIONAL SPHERE
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dc.typePeer-reviewed Article

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