STEAM TA’LIMIDA GAMIFIKATSIYA ASOSIDA YANGI MODULLARNI LOYIHALASH METODIKASI.
Kalit so‘zlar:
STEAM ta’limi, gamifikatsiya, o‘quv moduli, loyihalash metodikasi, kognitiv motivatsiya, 21-asr ko‘nikmalari, interfaol muhit.Abstrak
Ushbu tadqiqot STEAM (Science, Technology, Engineering, Arts, Mathematics) ta’lim yo‘nalishida o‘quv modullarini gamifikatsiya (o‘yinlashtirish) prinsiplari asosida loyihalashning nazariy va amaliy asoslarini o‘rganadi. Maqolada an’anaviy ta’lim usullaridan interfaol, o‘yin elementlariga boyitilgan modullarga o‘tish metodikasi taklif etiladi. Shuningdek, gamifikatsiyaning o‘quvchilar kognitiv faoliyatiga ta’siri va yangi avlod kadrlarini tayyorlashdagi strategik ahamiyati tahlil qilinadi.
Havolalar
1. O‘zbekiston Respublikasi Vazirlar Mahkamasining qarorlari: "STEAM ta’limini rivojlantirish chora-tadbirlari to‘g‘risida"gi me’yoriy hujjatlar.
2. Deterding, S., Dixon, D., & Khaled, R. (2011). From game design elements to gamefulness: defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15.
3. Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper and Row. (Oqim nazariyasi bo‘yicha asosiy manba).
4. Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer.
5. Yakubova, M. S. (2022). STEAM ta’lim texnologiyasi: Muammo va yechimlar. Toshkent: O‘qituvchi. (Mahalliy manba namunasi).
6. UNESCO (2020). STEAM Education for Sustainable Development. Global Education Report.