To The Question about the Functions of the Game in the Educational Process

dc.creatorPrimova, D. Kh.
dc.date2021-10-08
dc.date.accessioned2023-08-21T07:41:39Z
dc.date.available2023-08-21T07:41:39Z
dc.descriptionthe article considers game technologies as a mean of activating the cognitive activity of students and implementing an activity-based approach in education. The significance of this point is due to the truth that as of now the diversion is broadly utilized in people instructional method, specifically, in preschool and extracurricular teach. The reason of the article is to appear the most capacities of gaming innovation its features.en-US
dc.formatapplication/pdf
dc.identifierhttps://openaccessjournals.eu/index.php/ijiaet/article/view/301
dc.identifier.urihttp://dspace.umsida.ac.id/handle/123456789/13669
dc.languageeng
dc.publisherOpen Access Journalsen-US
dc.relationhttps://openaccessjournals.eu/index.php/ijiaet/article/view/301/294
dc.rightsCopyright (c) 2021 International Journal of Innovative Analyses and Emerging Technologyen-US
dc.sourceInternational Journal of Innovative Analyses and Emerging Technology; Vol. 1 No. 5 (2021): International Journal of Innovative Analyses and Emerging Technology (2792-4025); 4-6en-US
dc.source2792-4025
dc.subjectamusement innovationsen-US
dc.subjectacademic diversionen-US
dc.subjectcognitive actionen-US
dc.subjectaction approachen-US
dc.subjectinstructive processen-US
dc.titleTo The Question about the Functions of the Game in the Educational Processen-US
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dc.typePeer-reviewed Articleen-US
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