THE USING OF GAME TECHNOLOGIES IN PRIMARY EDUCATION WAYS TO DETERMINE THE INTERESTS OF STUDENTS

dc.contributor.authorJumayeva Gulnora Tursunpulatovna
dc.contributor.authorTurgunova Sabokhat Shadiyevna
dc.date.accessioned2025-12-29T09:29:55Z
dc.date.issued2023-10-31
dc.description.abstractThis article deals with game technologies in primary education and the use and benefits of using this technology are discussed. In addition, there are examples of effective games that can be used in the course of the lesson.
dc.formatapplication/pdf
dc.identifier.urihttps://americanjournal.org/index.php/ajper/article/view/1425
dc.identifier.urihttps://asianeducationindex.com/handle/123456789/15607
dc.language.isoeng
dc.publisherAmerican Journals
dc.relationhttps://americanjournal.org/index.php/ajper/article/view/1425/1315
dc.rightshttps://creativecommons.org/licenses/by-nc/4.0
dc.sourceAmerican Journal of Pedagogical and Educational Research; Vol. 17 (2023); 259-262
dc.source2832-9791
dc.subjectPrimary education, game, child, subject, role, didactics, creative activity, achievement, active, method.
dc.titleTHE USING OF GAME TECHNOLOGIES IN PRIMARY EDUCATION WAYS TO DETERMINE THE INTERESTS OF STUDENTS
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dc.typePeer-reviewed Article

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