{"title":"基于创新、互动和游戏技术的有效方法在教育过程中的应用","authors":"Yermek Nurgaziev, Askhat Abdykadyrov","doi":"10.18844/wjet.v15i4.8820","DOIUrl":null,"url":null,"abstract":"The article aims to examine the content and effectiveness of educational technologies in the educational process. In the study, a combination of methods including literature analysis, synthesis, induction, deduction, generalization, and design were employed. The article provides a brief overview of interactive, game-based, and innovative educational learning technologies, analyzes research on their effectiveness in various age groups of children and adults, and explores their potential for individuals with disabilities. The study also identifies the conditions necessary for the effective utilization of these technologies in the educational process. Based on the findings, it is concluded that these technologies have the potential to enhance learning outcomes and meet the diverse needs of learners. Recommendations for future directions include further research on the optimal integration of these technologies and their continuous adaptation to keep pace with evolving educational requirements. Keywords: Educational process; game technologies; innovative technologies; interactive technologies.","PeriodicalId":36811,"journal":{"name":"World Journal on Educational Technology: Current Issues","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Application of effective methods in the educational process based on innovative, interactive, and game technologies\",\"authors\":\"Yermek Nurgaziev, Askhat Abdykadyrov\",\"doi\":\"10.18844/wjet.v15i4.8820\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The article aims to examine the content and effectiveness of educational technologies in the educational process. In the study, a combination of methods including literature analysis, synthesis, induction, deduction, generalization, and design were employed. The article provides a brief overview of interactive, game-based, and innovative educational learning technologies, analyzes research on their effectiveness in various age groups of children and adults, and explores their potential for individuals with disabilities. The study also identifies the conditions necessary for the effective utilization of these technologies in the educational process. Based on the findings, it is concluded that these technologies have the potential to enhance learning outcomes and meet the diverse needs of learners. Recommendations for future directions include further research on the optimal integration of these technologies and their continuous adaptation to keep pace with evolving educational requirements. Keywords: Educational process; game technologies; innovative technologies; interactive technologies.\",\"PeriodicalId\":36811,\"journal\":{\"name\":\"World Journal on Educational Technology: Current Issues\",\"volume\":\"5 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-10-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"World Journal on Educational Technology: Current Issues\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.18844/wjet.v15i4.8820\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"World Journal on Educational Technology: Current Issues","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18844/wjet.v15i4.8820","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
Application of effective methods in the educational process based on innovative, interactive, and game technologies
The article aims to examine the content and effectiveness of educational technologies in the educational process. In the study, a combination of methods including literature analysis, synthesis, induction, deduction, generalization, and design were employed. The article provides a brief overview of interactive, game-based, and innovative educational learning technologies, analyzes research on their effectiveness in various age groups of children and adults, and explores their potential for individuals with disabilities. The study also identifies the conditions necessary for the effective utilization of these technologies in the educational process. Based on the findings, it is concluded that these technologies have the potential to enhance learning outcomes and meet the diverse needs of learners. Recommendations for future directions include further research on the optimal integration of these technologies and their continuous adaptation to keep pace with evolving educational requirements. Keywords: Educational process; game technologies; innovative technologies; interactive technologies.