Didactic Games to Increase Student Activity the Place of Technology

Authors

  • O’roqova Zilola Salomovna Candidate of Philological Sciences, Associate Professor Department of Language Teaching Methods

Keywords:

Intellectual, aesthetic, didactic, role, technology, constructive, functional

Abstract

The goal of didactic game technology is to increase student activity. They are crucial in discovering and enhancing the practical application of the student's creative potential. Intellectual, active, and mixed games are the three basic categories of didactic games. Participants can improve their mental, physical, psychological, ethical, verbal, employment, labor, and other skills by playing these games.

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Published

2021-11-02

How to Cite

Salomovna, O. Z. . (2021). Didactic Games to Increase Student Activity the Place of Technology. International Journal of Innovative Analyses and Emerging Technology, 1(5), 243–244. Retrieved from https://oajournals.net/index.php/ijiaet/article/view/547

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