METHODS OF USING GAME TECHNOLOGIES IN LESSONS IN TECHNOLOGICAL EDUCATION

dc.contributor.authorErkin Xalikulov
dc.date.accessioned2025-12-29T18:48:25Z
dc.date.issued2024-12-06
dc.description.abstractThis article analyzes the methods of using game technologies in technological education and their effectiveness in the educational process. The history and development of game technologies are studied, and the possibilities of developing practical skills, attracting attention and ensuring active participation of students through them in modern education are highlighted. Also, the article shows the role of game technologies in education, the formation of group cooperation and a creative approach based on foreign experience and local practices. Their importance in making the technological educational process more innovative and effective is analyzed.
dc.formatapplication/pdf
dc.identifier.urihttps://webofjournals.com/index.php/9/article/view/2404
dc.identifier.urihttps://asianeducationindex.com/handle/123456789/26204
dc.language.isoeng
dc.publisherWeb of Journals Publishing
dc.relationhttps://webofjournals.com/index.php/9/article/view/2404/2381
dc.rightshttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.sourceWeb of Humanities: Journal of Social Science and Humanitarian Research; Vol. 2 No. 12 (2024): WOH; 24-28
dc.source2938-3803
dc.subjectGame technologies, technological education, gamification, interactive approach, foreign experience, educational process, simulation games, group cooperation, practical skills, creative approach, local practice.
dc.titleMETHODS OF USING GAME TECHNOLOGIES IN LESSONS IN TECHNOLOGICAL EDUCATION
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dc.typePeer-reviewed Article

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