DEVELOPMENT OF CREATIVE COMPETENCES IN STUDENTS THROUGH INTERACTIVE ORGANIZATION OF TRAINING IN HIGHER EDUCATIONAL INSTITUTIONS

Authors

  • Qosimova Umida Profiuniversity Axborot tizimlari va texnologiyalari kafedrasi katta o’qituvchilari
  • Masharipov Madiyor Toshkent Perfect University Raqamli texnologiyalar kafedrasi katta o’qituvchisi

Keywords:

higher education, interactive learning activities, creative competencies, educational games, game-based learning, EduGames.uz, gamification

Abstract

This scientific article examines the use of educational game platforms (such as EduGames.uz and similar ones) for developing students' creative competencies in higher education institutions through the interactive organization of the learning process. The work highlights the advantages of the game-based learning approach, its role in enhancing creativity, and provides practical examples.

Downloads

Download data is not yet available.

References

1. Interaktiv o'yinlar - EduGames.uz.

2. Engaging Students in the Learning Process with Game-Based Learning - ERIC.

3. Gamification in Education: Using Games to Enhance Learning Outcomes - CBHS.

4. How to Use Gameplay to Enhance Classroom Learning - Edutopia.

5. Introduction to the Use of Gamification in Higher Education - UChicago.

6. Gamification of e-learning in higher education - NIH.

7. Gamification of Learning in Higher Education: Key Insights - MITR Media.

8. 10 Gamification in Education Ideas to Make Learning Fun - PCE San Diego.

Downloads

Published

2026-01-09

How to Cite

DEVELOPMENT OF CREATIVE COMPETENCES IN STUDENTS THROUGH INTERACTIVE ORGANIZATION OF TRAINING IN HIGHER EDUCATIONAL INSTITUTIONS. (2026). Multidisciplinary Journal of Science and Technology, 6(1), 140-143. https://mjstjournal.com/index.php/mjst/article/view/6498