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

Authors

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

Keywords:

Educational computer games; training systems; educational and cognitive activity;road cars.

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.

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.

Published

2022-11-12

How to Cite

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