O‘YIN VA INTERFAOL METODLAR ORQALI TIL O‘RGANISH: PSIXOLOGIK VA TEXNOLOGIK YONDASHUV

Mualliflar

  • Guli Xalikova Author

DOI:

https://doi.org/10.47390/ydif-y2026v2i11/n15

Kalit so‘zlar:

o‘yin asosida o‘rganish, GBLL, SRLL, GBSRLL, til ta’limi, motivatsiya, raqamli o‘yinlar, interfaol metodlar, affektiv holat, kommunikativ kompetensiya

Annotasiya

Mazkur maqolada o‘yinlarga asoslangan til o‘rganish, o‘zini o‘zi tartibga solib o‘rganish hamda ularning integratsiyasi sifatida shakllangan yondashuv kompleks tarzda tahlil qilinadi. Tadqiqotlarda o‘yin texnologiyalarining ta’lim jarayoniga kirib kelishi, ularning o‘quvchilarning motivatsiyasi, affektiv holati va o‘quv samaradorligiga ta’siri keng yoritilgan. Shuningdek, raqamli o‘yinlar, mobil texnologiyalar, virtual va kengaytirilgan reallik vositalari asosida til o‘rganishning yangi imkoniyatlari ochib beriladi. Tadqiqotlar asosida o‘yin asosida o‘rganishning ustunliklari, mavjud muammolari va kelgusidagi rivojlanish yo‘nalishlari aniqlanadi.

Manbalar

1. Alfadil, M. (2020). Effectiveness of virtual reality game in foreign language vocabulary acquisition. Computers & Education, 103893. https://doi.org/10.1016/j.compedu.2020.103893

2. Broadbent, J., & Poon, W. L. (2015). Self-regulated learning strategies and academic achievement in online higher education learning environments: A systematic review. The Internet and Higher Education, 27, 1–13.

3. Chen, Y. L., & Hsu, C. C. (2020). Self-regulated mobile game–based English learning in a virtual reality environment. Computers & Education, 103910.

4. Cheng, C. H., & Chen, C. H. (2019). Investigating the impacts of using a mobile interactive English learning system on the learning achievements and learning perceptions of students with different backgrounds. Computer Assisted Language Learning, 1–26. https://doi.org/10.1080/09588221.2019.1671460

5. Dent, A. L., & Koenka, A. C. (2016). The relation between self-regulated learning and academic achievement across childhood and adolescence: A meta-analysis. Educational Psychology Review, 28(3), 425–474.

6. Godwin-Jones, R. (2011). Autonomous language learning. Language Learning & Technology, 15(3), 4–11.

7. Hwang, G.-J., & Chen, P.-Y. (2022). Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis. Entertainment Computing, 40, 100459. https://doi.org/10.1016/j.entcom.2021.100459

8. Lai, C. (2017). Autonomous language learning with technology: Beyond the classroom. Bloomsbury Publishing.

9. Mizumoto, A. (2013). Effects of self-regulated vocabulary learning process on self-efficacy. Innovation in Language Learning and Teaching, 7(3), 253–265.

10. Panadero, E., Jonsson, A., & Botella, J. (2017). Effects of self-assessment on self-regulated learning and self-efficacy: Four meta-analyses. Educational Research Review, 22, 74–98.

11. Wang, B., & Wu, Z.-J. (2012). Considering learning foreign language through edutainment based on RPG game. Modern Educational Technology, 22, 77–79.

12. Zhang, R., & Zou, D. (2020). Types, purposes, and effectiveness of state-of-the-art technologies for second and foreign language learning. Computer Assisted Language Learning, 1–47.

13. https://pubmed.ncbi.nlm.nih.gov/33326464/

14. https://www.igi-global.com/article/game-based-language-learning-in-technological-contexts-an-integrated-systematic-review-and-bibliometric-analysis/316184

15. https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2022.1109370/full

##submission.downloads##

Nashr qilingan

2026-06-13

Qanday ko'rsatish

Xalikova , G. (2026). O‘YIN VA INTERFAOL METODLAR ORQALI TIL O‘RGANISH: PSIXOLOGIK VA TEXNOLOGIK YONDASHUV. YANGI DAVR ILM-FANI: INSON UCHUN INNOVATSION G‘OYA VA YECHIMLAR, 2(11), 67-72. https://doi.org/10.47390/ydif-y2026v2i11/n15