PREPARING STUDENTS FOR INNOVATIVE ACTIVITIES THROUGH GAME-BASED TECHNOLOGIES

Journal Title: International scientific journal Science and Innovation - Year 2025, Vol 4, Issue 2

Abstract

The modern education system aims to prepare students for innovative activities, with new pedagogical technologies playing a crucial role in this process. Game-based learning (gamification) is one such approach that enhances engagement, motivation, and creativity in students. This paper explores the significance of game-based technologies in preparing students for innovation, their effectiveness, and practical applications in the educational process. The research highlights key principles, benefits, and implementation strategies of gamification in various disciplines, emphasizing its role in developing critical thinking, problem-solving, and entrepreneurial skills.

Authors and Affiliations

G. Ibragimova, Z. Farkhodjonov

Keywords

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  • EP ID EP760796
  • DOI 10.5281/zenodo.14978345
  • Views 24
  • Downloads 0

How To Cite

G. Ibragimova, Z. Farkhodjonov (2025). PREPARING STUDENTS FOR INNOVATIVE ACTIVITIES THROUGH GAME-BASED TECHNOLOGIES. International scientific journal Science and Innovation, 4(2), -. https://europub.co.uk./articles/-A-760796