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РецензированоRU2024

Видео игры как инструменты образования: обзор литературы

Omar ASHURBAEV · Abdul Gaffar SAID

Общество и инновации · 5 · 445-450 · 2024

Аннотация

gameplay through practical activities, developing both critical thinking and hands-on skills. Moreover, study focuses on the importance of connecting pedagogical objectives with game mechanics to make learning outcomes productive. It promotes diverse collaboration between educators and game designers to increase the educational value of these technologies. While it clearly demonstrates the potential of such games, the lack of scientific, professional proof of their long-term impact is a significant drawback (Utoyo, 2021). Thematic Synthesis Engagement and Motivation The ability of video games to engage and motivate learners is highlighted in all three studies. By using a mix of elements like interactive storytelling, fascinating gameplay, fancy graphics, and realistic simulations, video games maintain learners interest and motivate them to participate. Games like SimCity are great for developing students' creative problem-solving and planning skills, boosting motivation through game process and exploration spirit. Cognitive and Skill Development Video games have been shown to improve critical thinking, problem-solving, and dimensional reasoning. Especially, simulations and strategy games help students understand complex systems by allowing them to manage resources, observe outcomes, and make decisions. Again, SimCity is a great example, the game that allows players to manage city infrastructure; it teaches them about resource allocation and environmental challenges. Similarly, Assassin’s Creed Unity provides a platform for understanding architectural and historical concepts through immersive exploration. However, the adoption of these skills to real-world scenarios requires deeper exploration. Integration of Pedagogical Principles For maximizing learning outcomes, integrating educational objectives into game design is a crucial part of such games. Serious games that were created for learning, like Quest Atlantis, demonstrate higher efficiency in the teaching sphere by connecting gameplay with pedagogical goals. Although entertainment-focused games like Assassin’s Creed Unity or Minecraft can be adapted for educational purposes, some challenges lie in balancing entertainment and disciplined learning to guarantee a meaningful educational experience. 448 Жамият ва инновациялар – Общество и инновации – Society and innovations Special Issue – 11 (2024) / ISSN 2181-1415 Figure 1 Assassin's Creed Unity VS Reality, (ElAnalistaDeBits, 2023). Visual Elements Table 2 Key Games and Their Educational Focus Game Name Subject Area Skills Developed Resource Management, SimCity Urban Planning Problem-Solving Spatial Skills, Historical Assassin’s Creed Unity Architecture, History Awareness Critical Thinking, Systems Immune Attack Biology, Immunology Understanding Collaboration, Analytical Quest Atlantis Interdisciplinary Skills Minecraft Design, STEM Creativity, Spatial Skills Table 3 Summary of Methodology Used Study Methodology Sample Size Key Findings Improved The Effectiveness of knowledge, Video Games in Pre- and Post-tests, Not Specified retention, and Enhancing Students’ Quantitative problem-solving Learning skills Video Games as Teaching and Highlighted value of Surveys, Mixed- Learning Tools for 200 participants 3D modeling in Methods Environmental and education via games Space Design Case studies, Focus on educational Video Games as Tools Theoretical Not Specified games’ impact on for Education Frameworks learning 449 Жамият ва инновациялар – Общество и инновации – Society and innovations Special Issue – 11 (2024) / ISSN 2181-1415 CONCLUSIONS AND FUTURE DIRECTIONS This review highlights the huge potential of video games as educational tools, particularly in promoting engagement, cognitive development, and an overall knowledge boost. Most video games offer unique opportunities that traditional learning methods cannot recreate. Video games mentioned are not rare cases; there are thousands of them, and each can simulate real-world scenarios, encourage problem-solving, boost teamworking abilities, and engage learners, motivating them. However, their efficiency depends on detailed integration from the pedagogical side into game design. Future research should aim to address the following areas: 1. Conducting long-term studies to assess how video games can be effective as a learning tool. For example, educating him with the help of video games since childhood. 2. Exploring how video games can be implemented for diverse educational contexts, including underserved populations. 3. Collaborations between educators and game designers to create innovative games for studying. REFERENCE: 1. Utoyo, A. W. (2021). Video games as tools for education. Journal of Games, Game Art, and Gamification, 3(2), 56–60. Retrieved December 18, 2024, from https://journal.binus.ac.id/index.php/jggag/article/view/7255 2. Okur, M., & Aygenc, E. (2017). Video games as teaching and learning tool for environmental and space design. Eurasia Journal of Ma

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engagement, вовлеченность, simulyatsiya, simulation, симуляция, pedagogika, критическое мышление, педагогика, critical thinking, pedagogy, tanqidiy fikrlash, qiziqish
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