Articles

USE OF GAMING TECHNOLOGIES AND TRAINING SYSTEMS TO INCREASE MOTIVATION OF STUDENTS OF SECONDARY VOCATIONAL EDUCATION FOR FUTURE PROFESSIONAL ACTIVITIES

Vol. 2 No. 12 (2022): Eurasian Journal of Academic Research 324-326

2022-11-12 Articles CC BY 4.0 Open Access

Authors

  • Dilafruz Djalolova Associate Professor, Bukhara Engineering Technological institute,Uzbekistan
  • Xulkar Saidova Associate Professor, Bukhara Engineering Technological institute,Uzbekistan

Abstract

The article is presented the possibilities of using educational computer games with technical support as training systems. It is such a combination of the use of pedagogical and information technologies that will increase the level of educational and cognitive activity of students of secondary vocational education.

Keywords:

References

Djalolova, D. F., Azimova, M. N. (2021). PEDAGOGICAL STRATEGIES AS AN ACTIVE COMPONENT OF WORKING WITH GIFTED STUDENTS. CURRENT RESEARCH JOURNAL OF PEDAGOGICS, 2(11), 47-53.

Djalolova, D. F., Saidova, K. K. (2020). Creative direction of the educational and recognition process at the university. EPRA International journal of Research Development, 5(10), 363-365.

Saidova, K. K., Fattoxovna, D. D. (2020). " Cluster" theory and its peculiarities in increasing the competitiveness of the economy. The American Journal of Interdisciplinary Innovations and Research, 2(09), 51-54.

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Published

2022-11-12

How to Cite

Djalolova , D. ., & Saidova , X. . (2022). USE OF GAMING TECHNOLOGIES AND TRAINING SYSTEMS TO INCREASE MOTIVATION OF STUDENTS OF SECONDARY VOCATIONAL EDUCATION FOR FUTURE PROFESSIONAL ACTIVITIES. Eurasian Journal of Academic Research, 2(12), 324-326. https://www.in-academy.uz/index.php/EJAR/article/view/1264
Innovative Academy RSC
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