Ta'lim jarayonini raqamli transformatsiya qilish va amaliy mashg'ulotlarda kreativ texnologiyalarning o'rni
Authors/Creators
Description
Ushbu maqolada ta’lim jarayonining raqamli transformatsiyasi sharoitida amaliy mashg‘ulotlarda kreativ texnologiyalarni qo‘llashning nazariy asoslari tahlil qilinadi. Kreativlik tushunchasining pedagogikadagi talqinlari, kreativ pedagogikaning asosiy tamoyillari va raqamli vositalarni ta’limga integratsiya qilishning metodologik asoslari xususan, TPACK modeli o‘rganiladi. Shu bilan birga, gamifikatsiya, loyiha asosidagi o‘qitish (PBL) va virtual simulyatsiya texnologiyalarining nazariy jihatlari ko‘rib chiqilib, ularni amaliy mashg‘ulotlarga tatbiq etishning imkoniyatlari va cheklovlari muhokama qilinadi. Maqola O‘zbekiston Respublikasining ta’lim sohasidagi normativ-huquqiy bazasiga va xalqaro ilmiy adabiyotlarga tayanadi.
Files
Moxigul Aminova.pdf
Files
(782.0 kB)
| Name | Size | Download all |
|---|---|---|
|
md5:a35efcd285a25ee8970b181e50ee4c41
|
782.0 kB | Preview Download |
Additional details
References
- 1. O'zbekiston Respublikasi Prezidenti Farmoni. O'zbekiston — 2030 strategiyasi to'g'risida (PF-158). 2. O'zbekiston Respublikasi. Ta'lim to'g'risidagi Qonun (O'RQ-637). Toshkent: O'zbekiston Respublikasi Oliy Majlisi. 3. Abrahams, I., & Millar, R. Does practical work really work? A study of the effectiveness of practical work as a teaching and learning method in school science. International Journal of Science Education, 30(14), 1945–1969. 4. Amabile, T. M. The social psychology of creativity. Springer. 5. Beghetto, R. A. Creativity research and the classroom: From pitfalls to potential. In A.-G. Tan (Ed.), Creativity: A handbook for teachers (pp. 101–114). World Scientific. 6. Boden, M. A. Creativity and knowledge. In A. Craft, B. Jeffrey, & M. Leibling (Eds.), Creativity in education (pp. 95–102). Continuum. 7. Cremin, T., & Chappell, K. Creative pedagogies: A systematic review. Research Papers in Education, 36(3), 299–331. 8. Dinis-Carvalho, J., Belfo, F., & Moreira, F. 21st century skills framework: A systematic review of literature. Journal of Intelligence, 11(3), 45. 9. Henriksen, D., Mishra, P., & Mehta, R. Technology, creativity and learning: Thinking about the nexus. Journal of Technology and Teacher Education, 29(3), 283–298. 10. Ismayilova, K., & Bolander Laksov, K. How do university teachers conceptualise creativity in their teaching? A systematic review. Higher Education Research & Development, 42(3), 595–611. 11. Ji, S., & Chang, Y. Understanding the role of creative activities in practical education for vocational students. Journal of Pedagogical Research, 8(2), 112–130. 12. Jiménez Sierra, Á. L., et al. TPACK in higher education: A systematic review. Frontiers in Education, 8, 1162570. 13. Jumayev, M. Maktabgacha yoshdagi bolalarda kreativlikni rivojlantirishda kreativ yondashuvning ahamiyati. Pedagogika va psixologiya masalalari, 4, 45–52. 14. Kivunja, C. Unpacking the information, media, and technology skills domain of the new learning paradigm. International Journal of Higher Education, 4(1), 166–181. 15. Mayer, R. E. Cognitive views of creativity: Creative teaching for creative learning. Contemporary Educational Psychology, 14(3), 203–211. 16. Mishra, P., & Henriksen, D. Creativity, technology and education: Exploring their convergence. Springer. 17. Mishra, P., & Koehler, M. J. Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017–1054. 18. Oropesa Ruiz, N. F., et al. Digital creativity in education: A systematic review (2000–2022). Thinking Skills and Creativity, 55. 19. Rajabova, N. Raqamli ta'lim sharoitida talabalarning kreativligini rivojlantirish modeli. Zamonaviy ta'lim, 3, 28–35. 20. Suherman, S., & Vidákovich, T. Assessment of mathematical creative thinking: A systematic review. Thinking Skills and Creativity, 44, 101019. 21. Torrance, E. P. The nature of creativity as manifest in its testing. In R. J. Sternberg (Ed.), The nature of creativity (pp. 43–75). Cambridge University Press. 22. Yu, Z., & Wang, L. Effects of VR/AR technologies on creativity in higher education: A systematic review. Interactive Learning Environments, 33(1), 1–18. 23. Zeng, G., et al. Gamification in education: A meta-analysis of its effects on student learning outcomes. Educational Technology Research and Development, 72(2), 789–812.